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https://github.com/Kornstalx/5etools-mirror-2.github.io.git
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v1.209.0
This commit is contained in:
@@ -2799,6 +2799,49 @@
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}
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]
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},
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{
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"name": "Froghemoth Elder",
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"source": "QftIS",
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"lairActions": [
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"On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can't take the same lair action two rounds in a row:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Croak",
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"entry": "The froghemoth lets out an ear-splitting croak. Each creature within 30 feet of it must make a DC 18 Wisdom saving throw. On a failed save, the creature has the deafened and frightened conditions until the end of its next turn."
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},
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{
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"type": "item",
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"name": "Hypnotic Visions",
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"entry": "One creature of the froghemoth's choice within 60 feet of it must make a DC 15 Wisdom saving throw. On a failed save, the target is mesmerized by otherworldly visions and has the charmed condition until the end of the target's next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0."
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}
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]
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}
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],
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"regionalEffects": [
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"The region within 1 mile of a froghemoth elder's lair is altered by the froghemoth's unearthly presence, creating one or more of the following effects:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Alien Flora",
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"entry": "Strange, invasive plants with bright colors and odd patterns sprout up around the lair."
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},
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{
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"type": "item",
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"name": "Mutations",
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"entry": "Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles."
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}
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]
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},
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"If the froghemoth elder dies, these effects fade over the course of {@dice 1d10} days."
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]
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},
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{
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"name": "Gar Shatterkeel",
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"source": "LR",
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@@ -4784,6 +4827,59 @@
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}
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]
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},
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{
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"name": "Nafas",
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"source": "QftIS",
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"lairActions": [
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"On initiative count 20 (losing initiative ties), Nafas can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Downdraft",
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"entry": "Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn, and the target must succeed on a DC 21 Strength saving throw or have the prone condition."
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},
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{
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"type": "item",
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"name": "Lightning Strike",
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"entry": "A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature within 10 feet of that point must succeed on a DC 21 Dexterity saving throw or take 16 ({@dice 3d10}) lightning damage."
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},
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{
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"type": "item",
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"name": "Stardust",
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"entry": "Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can't be dispersed by wind."
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}
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]
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}
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],
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"regionalEffects": [
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"The region containing Nafas's lair is warped by his magic, creating one or more of the following effects:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Mirages",
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"entry": "Sapient creatures within 3 miles of the lair frequently see illusions of their hearts' desires, be they fame, fortune, or long-departed comrades. These mirages don't hold up to physical inspection and vanish after a brief interaction."
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},
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{
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"type": "item",
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"name": "Safe Descents",
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"entry": "Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas's or his allies' actions don't gain this benefit, instead falling as normal."
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},
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{
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"type": "item",
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"name": "Wishful Winds",
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"entry": "The wishes of creatures across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes."
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}
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]
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},
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"If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced by the creature that slays him (see the Last Wish trait in Nafas's stat block)."
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]
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},
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{
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"name": "Night Hag",
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"source": "MM",
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@@ -6238,6 +6334,68 @@
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}
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]
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},
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{
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"name": "The Gardener",
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"source": "QftIS",
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"lairActions": [
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"On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can't take the same lair action two rounds in a row:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Plant Walk",
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"entry": "The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair."
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},
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{
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"type": "item",
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"name": "Vine Wall",
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"entry": "A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall's area is difficult terrain for a creature that isn't grappled. The wall sinks back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies."
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}
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]
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}
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],
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"regionalEffects": [
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"The Eternal Garden has the following features:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Boundary",
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"entry": "At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden."
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},
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{
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"type": "item",
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"name": "Eternal Summer",
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"entry": "The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain."
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},
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{
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"type": "item",
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"name": "Gardener's Vigil",
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"entry": "The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a {@dice d6}. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate."
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},
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{
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"type": "item",
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"name": "Lighting",
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"entry": "The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead."
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},
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{
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"type": "item",
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"name": "Memory Loss",
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"entry": "Unless otherwise stated, a creature that leaves the domain must make a DC 10 Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature's memories."
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},
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{
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"type": "item",
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"name": "Time",
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"entry": "Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane."
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}
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]
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}
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]
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},
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{
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"name": "Thessalkraken",
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"source": "IMR",
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@@ -6896,6 +7054,59 @@
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}
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]
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},
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{
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"name": "Zargon the Returner",
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"source": "QftIS",
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"lairActions": [
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"On initiative count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can't take the same lair action two rounds in a row:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Dissolution",
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"entry": "Zargon dissolves into a glob of slime, seeps to an unoccupied space anywhere in the lair without provoking opportunity attacks, then re-forms."
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},
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{
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"type": "item",
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"name": "Spell Breaker",
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"entry": "Zargon targets up to two creatures it can see within the lair. All spells of 5th level or lower affecting the targets end."
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},
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{
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"type": "item",
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"name": "Sucking Slime",
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"entry": "Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action again."
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}
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]
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}
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],
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"regionalEffects": [
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"The region containing Zargon's lair is warped by Zargon's unnatural presence, creating one or more of the following effects:",
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{
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"type": "list",
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"style": "list-hang-notitle",
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"items": [
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{
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"type": "item",
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"name": "Arcane Enervation",
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"entry": "Enemies of Zargon within 1 mile of the lair have disadvantage on saving throws made to maintain concentration."
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},
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{
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"type": "item",
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"name": "Corrupted Water",
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"entry": "Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the water must succeed on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest."
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},
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{
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"type": "item",
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"name": "Eerie Weather",
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"entry": "The area within 10 miles of the lair experiences strange weather patterns that defy the region's typical climate."
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}
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]
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},
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"If Zargon dies, these effects fade over the course of {@dice 1d10} days."
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]
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},
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{
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"name": "Zariel",
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"source": "CoA",
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