This commit is contained in:
TheGiddyLimit
2024-07-10 20:47:40 +01:00
parent e5844f8a3f
commit 2eeeb0771b
341 changed files with 67623 additions and 11384 deletions

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@@ -7139,7 +7139,7 @@
"name": "Ready to Fight",
"page": 214,
"entries": [
"This creature has advantage on attack rolls against any creature that is {@quickref Surprise|PHB|3|0|surprised}."
"This creature has advantage on attack rolls against any creature that is {@status surprised}."
],
"id": "189"
},

File diff suppressed because it is too large Load Diff

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@@ -7025,7 +7025,7 @@
{
"type": "list",
"items": [
"The whole party is {@quickref Surprise|PHB|3|0|surprised}, and the enemy isn't.",
"The whole party is {@status surprised}, and the enemy isn't.",
"The enemy has cover, and the party doesn't.",
"The characters are unable to see the enemy.",
"The characters are taking damage every round from some environmental effect or magical source, and the enemy isn't.",
@@ -21892,7 +21892,7 @@
{
"type": "list",
"items": [
"The creature is {@quickref Surprise|PHB|3|0|surprised}.",
"The creature is {@status surprised}.",
"The creature is reduced to half its hit points or fewer for the first time in the battle.",
"The creature has no way to harm the opposing side on its turn."
]
@@ -21901,7 +21901,7 @@
{
"type": "list",
"items": [
"All the creatures in the group are {@quickref Surprise|PHB|3|0|surprised}.",
"All the creatures in the group are {@status surprised}.",
"The group's leader is reduced to 0 hit points, {@condition incapacitated}, taken prisoner, or removed from battle.",
"The group is reduced to half its original size with no losses on the opposing side."
]

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@@ -4988,7 +4988,7 @@
"grid": {
"type": "none"
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"title": "Precinct 1",
"title": "Precinct One",
"id": "222"
},
{

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@@ -1166,7 +1166,10 @@
"title": "Humblewood",
"id": "10e",
"width": 4000,
"height": 2361
"height": 2361,
"grid": {
"type": "none"
}
},
{
"type": "image",
@@ -1175,12 +1178,15 @@
"path": "book/HWCS/Humblewood-Player-Version.webp"
},
"imageType": "mapPlayer",
"title": "(Player Version)",
"title": "Player Version",
"mapParent": {
"id": "10e"
},
"width": 4000,
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"height": 2361,
"grid": {
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@@ -515,8 +515,8 @@
"type": "internal",
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@@ -535,8 +535,8 @@
"type": "none"
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"title": "Player Version",
"width": 2400,
"height": 3256,
"width": 1661,
"height": 2150,
"mapParent": {
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@@ -1246,8 +1246,8 @@
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"path": "book/MaBJoV/035.webp"
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"height": 2296,
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@@ -1266,8 +1266,8 @@
"type": "none"
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"title": "Player Version",
"width": 2400,
"height": 3256,
"width": 1663,
"height": 2153,
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@@ -1987,8 +1987,8 @@
"type": "internal",
"path": "book/MaBJoV/034.webp"
},
"width": 1844,
"height": 2387,
"width": 1773,
"height": 2294,
"grid": {
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@@ -2007,8 +2007,8 @@
"type": "none"
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"title": "Player Version",
"width": 2400,
"height": 3256,
"width": 1663,
"height": 2152,
"mapParent": {
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@@ -2846,8 +2846,8 @@
"type": "internal",
"path": "book/MaBJoV/036.webp"
},
"width": 1844,
"height": 2387,
"width": 1773,
"height": 2294,
"grid": {
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@@ -2866,8 +2866,8 @@
"type": "none"
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"title": "Player Version",
"width": 2400,
"height": 3256,
"width": 1661,
"height": 2151,
"mapParent": {
"id": "082",
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@@ -963,7 +963,7 @@
"name": "Legendary Actions",
"page": 11,
"entries": [
"A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while {@condition incapacitated} or otherwise unable to take actions. If {@quickref Surprise|PHB|3|0|surprised}, it can't use them until after its first turn in the combat."
"A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while {@condition incapacitated} or otherwise unable to take actions. If {@status surprised}, it can't use them until after its first turn in the combat."
],
"id": "03a"
},
@@ -978,7 +978,7 @@
"name": "Lair Actions",
"page": 11,
"entries": [
"If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while {@condition incapacitated} or otherwise unable to take actions. If {@quickref Surprise|PHB|3|0|surprised}, it can't use one until after its first turn in the combat."
"If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while {@condition incapacitated} or otherwise unable to take actions. If {@status surprised}, it can't use one until after its first turn in the combat."
],
"id": "03c"
},

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@@ -7521,7 +7521,7 @@
"name": "Surprising Foes",
"page": 183,
"entries": [
"If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be {@quickref Surprise|PHB|3|0|surprised} when combat erupts. See chapter 9 for more about surprise."
"If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be {@status surprised} when combat erupts. See chapter 9 for more about surprise."
],
"id": "157"
}
@@ -7969,7 +7969,7 @@
{
"type": "item",
"name": "1. Determine surprise",
"entry": "The DM determines whether anyone involved in the combat encounter is {@quickref Surprise|PHB|3|0|surprised}."
"entry": "The DM determines whether anyone involved in the combat encounter is {@status surprised}."
}
]
},
@@ -8035,8 +8035,8 @@
"page": 189,
"entries": [
"A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.",
"The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.",
"If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."
"The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.",
"If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't."
],
"data": {
"quickrefIndex": true

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@@ -1442,7 +1442,7 @@
"page": 17,
"id": "05c",
"entries": [
"{@b 1. Determine surprise}. The DM determines whether anyone involved in the combat encounter is {@quickref Surprise|PHB|3|0|surprised}.",
"{@b 1. Determine surprise}. The DM determines whether anyone involved in the combat encounter is {@status surprised}.",
"{@b 2. Establish positions}. The DM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are\u2014how far away and in what direction.",
"{@b 3. Roll initiative}. Everyone involved rolls initiative, determining the order of combatants' turns.",
"{@b 4. Take turns}. Each participant in the battle takes a turn in initiative order.",
@@ -1465,8 +1465,8 @@
"height": 505,
"credit": "Troy Little"
},
"The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.",
"If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't.",
"The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.",
"If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't.",
{
"type": "inset",
"id": "05e",

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@@ -690,10 +690,10 @@
},
{
"type": "entries",
"name": "Can a rogue use Evasion if they are {@quickref Surprise|PHB|3|0|surprised}?",
"name": "Can a rogue use Evasion if they are {@status surprised}?",
"id": "04b",
"entries": [
"The rule states that if you are {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action. A {@quickref Surprise|PHB|3|0|surprised} rogue can use Evasion, since that feature doesn't require the rogue to take an action or move."
"The rule states that if you are {@status surprised}, you can't move or take an action. A {@status surprised} rogue can use Evasion, since that feature doesn't require the rogue to take an action or move."
]
},
{
@@ -714,10 +714,10 @@
},
{
"type": "entries",
"name": "For triggering the rogue's Assassinate ability, when does a creature stop being {@quickref Surprise|PHB|3|0|surprised}? After their turn in the round, or at the end of the round?",
"name": "For triggering the rogue's Assassinate ability, when does a creature stop being {@status surprised}? After their turn in the round, or at the end of the round?",
"id": "04e",
"entries": [
"A {@quickref Surprise|PHB|3|0|surprised} creature stops being {@quickref Surprise|PHB|3|0|surprised} at the end of its first turn in combat."
"A {@status surprised} creature stops being {@status surprised} at the end of its first turn in combat."
]
},
{
@@ -1476,10 +1476,10 @@
"id": "0a8",
"entries": [
"No, here's how surprise works.",
"The first step of any combat is this: the DM determines whether anyone in the combat is {@quickref Surprise|PHB|3|0|surprised} (reread \"{@book Combat Step by Step|PHB|9|Combat Step by Step}\" in the {@book Player's Handbook|PHB}). This determination happens only once during a fight and only at the beginning. In other words, once a fight starts, you can't be {@quickref Surprise|PHB|3|0|surprised} again, although a hidden foe can still gain the normal benefits from being unseen (see \"{@book Unseen Attackers and Targets|PHB|9|Unseen Attackers and Targets}\" in the {@book Player's Handbook|PHB}).",
"To be {@quickref Surprise|PHB|3|0|surprised}, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the {@creature Gelatinous Cube||gelatinous cube's} Transparent trait, that makes it exceptionally surprising. You can be {@quickref Surprise|PHB|3|0|surprised} even if your companions aren't, and you aren't {@quickref Surprise|PHB|3|0|surprised} if even one of your foes fails to catch you unawares.",
"If anyone is {@quickref Surprise|PHB|3|0|surprised}, no actions are taken yet. First, initiative is rolled as normal. Then, the first round of combat starts, and the {@quickref Surprise|PHB|3|0|unsurprised} combatants act in initiative order. A {@quickref Surprise|PHB|3|0|surprised} creature can't move or take an action or a {@book reaction|PHB|9|Reactions} until its first turn ends (remember that being unable to take an action also means you can't take a bonus action). In effect, a {@quickref Surprise|PHB|3|0|surprised} creature skips its first turn in a fight. Once that turn ends, the creature is no longer {@quickref Surprise|PHB|3|0|surprised}.",
"In short, activity in a combat is always ordered by initiative, whether or not someone is {@quickref Surprise|PHB|3|0|surprised}, and after the first round of combat has passed, surprise is no longer a factor. You can still try to hide from your foes and gain the benefits conferred by being hidden, but you don't deprive your foes of their turns when you do so."
"The first step of any combat is this: the DM determines whether anyone in the combat is {@status surprised} (reread \"{@book Combat Step by Step|PHB|9|Combat Step by Step}\" in the {@book Player's Handbook|PHB}). This determination happens only once during a fight and only at the beginning. In other words, once a fight starts, you can't be {@status surprised} again, although a hidden foe can still gain the normal benefits from being unseen (see \"{@book Unseen Attackers and Targets|PHB|9|Unseen Attackers and Targets}\" in the {@book Player's Handbook|PHB}).",
"To be {@status surprised}, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the {@creature Gelatinous Cube||gelatinous cube's} Transparent trait, that makes it exceptionally surprising. You can be {@status surprised} even if your companions aren't, and you aren't {@status surprised} if even one of your foes fails to catch you unawares.",
"If anyone is {@status surprised}, no actions are taken yet. First, initiative is rolled as normal. Then, the first round of combat starts, and the {@quickref Surprise|PHB|3|0|unsurprised} combatants act in initiative order. A {@status surprised} creature can't move or take an action or a {@book reaction|PHB|9|Reactions} until its first turn ends (remember that being unable to take an action also means you can't take a bonus action). In effect, a {@status surprised} creature skips its first turn in a fight. Once that turn ends, the creature is no longer {@status surprised}.",
"In short, activity in a combat is always ordered by initiative, whether or not someone is {@status surprised}, and after the first round of combat has passed, surprise is no longer a factor. You can still try to hide from your foes and gain the benefits conferred by being hidden, but you don't deprive your foes of their turns when you do so."
]
},
{
@@ -1495,7 +1495,7 @@
"name": "If a wizard casts a spell like fireball during a surprise round, do the enemies get disadvantage on their saving throw?",
"id": "0aa",
"entries": [
"Being {@quickref Surprise|PHB|3|0|surprised} has no effect on saves. If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat and you can't take a {@book reaction|PHB|9|Reactions} until that turn ends."
"Being {@status surprised} has no effect on saves. If you're {@status surprised}, you can't move or take an action on your first turn of the combat and you can't take a {@book reaction|PHB|9|Reactions} until that turn ends."
]
},
{
@@ -2936,7 +2936,7 @@
"name": "If a rogue with the Assassinate feature uses a vorpal sword, isn't the surprise attack an instant kill?",
"id": "137",
"entries": [
"No. A {@item vorpal sword} requires you to roll a 20 on the attack roll to decapitate someone. A rogue with the Assassin archetype that attacks a {@quickref Surprise|PHB|3|0|surprised} target using a {@item vorpal sword} scores an automatic critical hit if the attack roll is successful, but unless the attack roll was a 20, the target gets to keep its head."
"No. A {@item vorpal sword} requires you to roll a 20 on the attack roll to decapitate someone. A rogue with the Assassin archetype that attacks a {@status surprised} target using a {@item vorpal sword} scores an automatic critical hit if the attack roll is successful, but unless the attack roll was a 20, the target gets to keep its head."
]
},
{

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@@ -6062,7 +6062,7 @@
],
[
"91\u201395",
"Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@quickref Surprise|PHB|3|0|surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."
"Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@status surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."
],
[
"96\u201300",

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@@ -3,18 +3,21 @@
{
"type": "section",
"name": "Introduction",
"page": 6,
"id": "000",
"entries": [
"Written primarily for game masters, this book features over 400 new creatures to use in your games. For players, this book features a handful of new familiars and beasts perfect for characters seeking companions or druids seeking new beasts for Wild Shape. If you are a player reading this book, be sure to check with your game master before selecting any of these creatures as familiars or companions or for Wild Shape.",
{
"type": "section",
"name": "Using this Book",
"page": 6,
"id": "001",
"entries": [
"To use the creatures in this book, you'll need the core rulebooks of the 5th edition of the world's greatest roleplaying game or the {@i System Reference Document 5.1}. Spell, disease, and magic item names that appear in {@i italics} without a page or book reference can be found in those rulebooks or in the {@i System Reference Document 5.1}. Some creatures in this book contain references to the Midgard Campaign Setting, but that setting isn't required to use the creatures in this book. The extra setting information exists simply to bring additional flavor or lore to the creatures.",
{
"type": "entries",
"name": "Alignment and Creature Behavior",
"page": 6,
"id": "002",
"entries": [
"Each creature in this book lists an alignment to provide a general guideline for that creature's typical behaviors, often based on its preferred prey or its most commonly observed interactions with other sentient creatures. A creature whose alignment is listed as \"unaligned\" is either created or controlled by another, such as a construct, or operates on more primal or instinctive behavior, such as a rat or tiger. Not every example of a particular creature exhibits behaviors consistent with the creature's listed alignment. If you want an evil {@creature valkyrie|ToB1-2023} or a lawful {@creature kikimora|ToB1-2023} in your world, go for it! Some of the best stories revolve around creatures who break the preconceptions surrounding them, and we encourage you to use the creatures in this book in whatever ways best fit your worlds and the stories you want to tell in them."
@@ -23,6 +26,7 @@
{
"type": "entries",
"name": "Languages",
"page": 6,
"id": "003",
"entries": [
"Several creatures in this book know or speak the Umbral or Void Speech languages, which can be substituted for other languages if these languages don't fit in your world.",
@@ -33,6 +37,7 @@
{
"type": "entries",
"name": "Umbral",
"page": 6,
"id": "005",
"entries": [
"This is the language of the {@creature shadow fey|ToB1-2023} and other denizens of planes of shadow and darkness. It is a corrupted dialect of Elvish, and those who speak it gain a +1 bonus to one Dexterity ({@skill Stealth}) check each day. If Umbral isn't a language in your world, you can substitute Umbral with Elvish or Undercommon."
@@ -41,6 +46,7 @@
{
"type": "entries",
"name": "Void Speech",
"page": 6,
"id": "006",
"entries": [
"This is the language of the Outer Darkness in the Midgard Campaign Setting. It is spoken by vile things that are malevolent toward humanoids and their allies and by those who seek to bring about the ruinous apocalypse of the dark gods. If Void Speech isn't a language in your world, you can substitute Void Speech with any ancient language with an evil reputation or with Deep Speech."
@@ -53,6 +59,7 @@
{
"type": "entries",
"name": "Touch of Iron",
"page": 6,
"id": "007",
"entries": [
{
@@ -72,6 +79,7 @@
{
"type": "entries",
"name": "Cold Iron Weaponry",
"page": 6,
"id": "009",
"entries": [
"A cold iron weapon is treated as magical when used against any fey creature, and it is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult\u2014and finding one with the courage to anger the fey courts may be even harder."
@@ -80,6 +88,7 @@
{
"type": "entries",
"name": "Substitutions for Cold Iron",
"page": 6,
"id": "00a",
"entries": [
"If cold iron doesn't exist in your world, you can substitute this resistance or immunity with silver or adamantine, whichever you feel is most appropriate for that creature in your world."
@@ -94,6 +103,7 @@
{
"type": "section",
"name": "Refreshing a Classic",
"page": 7,
"id": "00b",
"entries": [
{
@@ -123,6 +133,7 @@
{
"type": "section",
"name": "Monsters",
"page": 8,
"id": "00c",
"entries": [
{
@@ -545,12 +556,14 @@
{
"type": "section",
"name": "Appendix: NPCs",
"page": 405,
"id": "1e3",
"entries": [
"This appendix contains statistics for various humanoids. From dastardly bandit lords to city watch captains to fiend-powered devilbound gnomes, these NPCs can be found across the world, breathing new life into the places they appear. This appendix also includes a table for using these statistics, and other similar, general-use humanoid statistics, such as the {@creature knight} or {@creature thug}, with the various humanoids found in this book.",
{
"type": "section",
"name": "NPC Features Table",
"page": 405,
"id": "1e4",
"entries": [
"When an NPC's statistics include the note \"Humanoid (Any Race)\" as the creature type, you can adjust those statistics as described in the NPC Features table to create an NPC of the humanoid race detailed in the table. In this way, you can fill a city, town, or village with a particular humanoid type while still using variable statistics and differing challenges.",
@@ -630,6 +643,7 @@
{
"type": "section",
"name": "Credits",
"page": 2,
"id": "1ff",
"entries": [
{
@@ -698,6 +712,7 @@
{
"type": "entries",
"name": "2023 Edition",
"page": 2,
"entries": [
{
"type": "list",
@@ -760,6 +775,7 @@
{
"type": "entries",
"name": "Kobold Warrens",
"page": 2,
"entries": [
{
"type": "list",
@@ -850,6 +866,7 @@
{
"type": "entries",
"name": "Special Thanks",
"page": 2,
"entries": [
{
"type": "list",