This commit is contained in:
TheGiddyLimit
2024-02-19 22:18:48 +00:00
parent 661a119c6d
commit b323d4123e
157 changed files with 43972 additions and 697 deletions

View File

@@ -68,7 +68,7 @@
{
"name": "False Appearance",
"entries": [
"If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the coffin move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the coffin is animate."
"If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the coffin move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the coffin is animate."
]
},
{

View File

@@ -105,7 +105,7 @@
{
"name": "Detect",
"entries": [
"The deep crow makes a Wisdom (Perception) check."
"The deep crow makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -707,7 +707,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -1396,7 +1396,7 @@
{
"name": "Fey Ancestry",
"entries": [
"K'thriss has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"K'thriss has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -1845,7 +1845,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"Oak has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
}
],
@@ -2946,7 +2946,7 @@
{
"name": "Absorb Attack",
"entries": [
"When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a {@dc 12} Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn."
"When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a {@dc 12} Strength ({@skill Athletics}) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn."
]
}
],

View File

@@ -52,7 +52,7 @@
{
"name": "Sunlight Vulnerability",
"entries": [
"While in sunlight, the snake has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. When the snake begins its turn in sunlight, it immediately suffers 10 radiant damage."
"While in sunlight, the snake has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight. When the snake begins its turn in sunlight, it immediately suffers 10 radiant damage."
]
},
{
@@ -303,7 +303,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -350,7 +350,7 @@
{
"name": "Detect",
"entries": [
"Kyrilla makes a Wisdom (Perception) check."
"Kyrilla makes a Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -293,7 +293,7 @@
{
"name": "Scrutinize",
"entries": [
"Tyreus makes an Intelligence (Investigation) or Wisdom (Perception) check."
"Tyreus makes an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -71,7 +71,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -421,7 +421,7 @@
{
"name": "Personal Insight",
"entries": [
"The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the usagt's Wisdom (Insight) check.",
"The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the usagt's Wisdom ({@skill Insight}) check.",
"The target has advantage on the roll if it is immune to being {@condition charmed}. A target can choose to fail this check.",
"If the usagt wins, it magically learns the identity of a creature from the target's past, someone the target wishes it could speak to again or with whom the target has left something unsaid. If somehow no such creature exists in the target's past, the usagt learns that instead."
]

View File

@@ -331,7 +331,7 @@
{
"name": "Illusory Appearance",
"entries": [
"The hag covers herself with a magical illusion that allows her to look like another creature of her general size and shape. The illusion ends when the hag chooses, or if she dies. A {@dc 20} Intelligence (Investigation) check will expose the hag's disguise."
"The hag covers herself with a magical illusion that allows her to look like another creature of her general size and shape. The illusion ends when the hag chooses, or if she dies. A {@dc 20} Intelligence ({@skill Investigation}) check will expose the hag's disguise."
]
},
{

View File

@@ -2850,7 +2850,7 @@
{
"name": "False Appearance",
"entries": [
"If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eye monger move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the eye monger is animate."
"If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eye monger move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the eye monger is animate."
]
},
{
@@ -6874,7 +6874,7 @@
{
"name": "Phantasmal Form (3/Day)",
"entries": [
"The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown's space (such as a floating balloon). Maintaining this effect requires the clown's {@status concentration} (as if {@status concentration||concentrating} on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown's illusory form can make a {@dc 15} Wisdom (Insight) check, piercing the illusion and discerning the clown's true form on a success."
"The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown's space (such as a floating balloon). Maintaining this effect requires the clown's {@status concentration} (as if {@status concentration||concentrating} on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown's illusory form can make a {@dc 15} Wisdom ({@skill Insight}) check, piercing the illusion and discerning the clown's true form on a success."
]
}
],
@@ -7874,7 +7874,7 @@
{
"name": "Chameleon Carapace",
"entries": [
"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings."
"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings."
]
},
{
@@ -8016,7 +8016,7 @@
{
"name": "Chameleon Carapace",
"entries": [
"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings."
"The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings."
]
}
],

View File

@@ -1685,7 +1685,7 @@
{
"name": "Berserk",
"entries": [
"Whenever the golem starts its turn with 100 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again."
"Whenever the golem starts its turn with 100 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again."
]
},
{

View File

@@ -1171,7 +1171,7 @@
"name": "Vortex {@recharge 5}",
"entries": [
"The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 71 ({@damage 11d12}) bludgeoning damage and has the {@condition restrained} condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the {@condition restrained} condition falls {@condition prone} when the vortex ends.",
"A creature with the {@condition restrained} condition can use its action to try to escape the vortex. The creature makes a {@dc 19} Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves {@dice 3d6 × 10} feet away from the vortex in a random direction."
"A creature with the {@condition restrained} condition can use its action to try to escape the vortex. The creature makes a {@dc 19} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. On a successful check, the creature escapes and moves {@dice 3d6 × 10} feet away from the vortex in a random direction."
]
}
],
@@ -1688,7 +1688,7 @@
"name": "Rolling Hills {@recharge}",
"entries": [
"The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 58 ({@damage 9d12}) bludgeoning damage, has the {@condition prone} condition, and is buried under dirt. On a successful save, a creature takes half as much damage only.",
"A buried creature has the {@condition restrained} condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a {@dc 17} Strength (Athletics) check. On a successful check, the buried creature no longer has the {@condition prone} or {@condition restrained} conditions."
"A buried creature has the {@condition restrained} condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a {@dc 17} Strength ({@skill Athletics}) check. On a successful check, the buried creature no longer has the {@condition prone} or {@condition restrained} conditions."
]
}
],
@@ -3418,7 +3418,7 @@
{
"name": "Magma Wave (Requires Fire Rune)",
"entries": [
"The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) fire damage and has the {@condition restrained} condition. As an action, a creature can make a {@dc 19} Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."
"The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) fire damage and has the {@condition restrained} condition. As an action, a creature can make a {@dc 19} Strength ({@skill Athletics}) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."
]
}
],
@@ -5293,7 +5293,7 @@
{
"name": "Woodland Camouflage",
"entries": [
"The lynx has advantage on Dexterity (Stealth) checks made to hide in undergrowth or snowy terrain."
"The lynx has advantage on Dexterity ({@skill Stealth}) checks made to hide in undergrowth or snowy terrain."
]
}
],
@@ -5466,7 +5466,7 @@
],
"reaction": [
{
"name": "Absorbent Fleece (Recharge 6)",
"name": "Absorbent Fleece {@recharge}",
"entries": [
"Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack."
]
@@ -7196,7 +7196,7 @@
{
"name": "Fog of Deception",
"entries": [
"The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a {@dc 24} Wisdom saving throw. On a failed save, a creature has the {@condition charmed} condition until the end of its next turn. While it has the {@condition charmed} condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of Deception for the next 24 hours."
"The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a {@dc 24} Wisdom saving throw. On a failed save, a creature has the {@condition charmed} condition until the end of its next turn. While it has the {@condition charmed} condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of {@skill Deception} for the next 24 hours."
]
}
],
@@ -7766,7 +7766,7 @@
{
"name": "Lava Wave {@recharge 5}",
"entries": [
"The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 60 ({@damage 11d10}) fire damage and has the {@condition restrained} condition from being embedded in hardening rock. A creature can make a {@dc 25} Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."
"The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 60 ({@damage 11d10}) fire damage and has the {@condition restrained} condition from being embedded in hardening rock. A creature can make a {@dc 25} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."
]
}
],

View File

@@ -436,7 +436,7 @@
{
"name": "Special Equipment",
"entries": [
"Asteria wears Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones; the other half of the pair is held by Euryale."
"Asteria wears {@item Winged Boots}, which grant her a flying speed (included in her statistics). She also carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Euryale."
]
}
],
@@ -1765,7 +1765,7 @@
{
"name": "Special Equipment",
"entries": [
"Euryale carries one half of a pair of Sending Stones; the other half of the pair is held by Asteria."
"Euryale carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Asteria."
]
}
],

View File

@@ -75,7 +75,7 @@
{
"name": "False Object",
"entries": [
"If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the broom move or act, that creature must succeed on a {@dc 15} Wisdom (Perception) check to discern that the broom is animate."
"If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the broom move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the broom is animate."
]
},
{
@@ -169,7 +169,7 @@
{
"name": "False Object",
"entries": [
"If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a {@dc 15} Wisdom (Perception) check to discern that the library is animate."
"If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the library is animate."
]
}
],
@@ -2429,7 +2429,7 @@
"name": "Berserk",
"entries": [
"Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.",
"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
]
},
{
@@ -4270,7 +4270,7 @@
{
"name": "False Objects",
"entries": [
"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 15} Wisdom (Perception) check to discern that the swarm is animate."
"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the swarm is animate."
]
},
{
@@ -4882,7 +4882,7 @@
{
"name": "Detect",
"entries": [
"Zikzokrishka makes a Wisdom (Perception) check."
"Zikzokrishka makes a Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -928,7 +928,7 @@
]
},
{
"name": "Infernal Word: Stun (Recharge 4-6)",
"name": "Infernal Word: Stun {@recharge 4}",
"entries": [
"Asmodeus targets a creature he can see within 120 feet of him. The target must make a {@dc 24} Intelligence saving throw, taking 45 ({@damage 10d8}) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is {@condition stunned} for up to 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save."
]
@@ -3240,7 +3240,7 @@
{
"name": "Transparent",
"entries": [
"Even when Devorastus is in plain sight, it takes a successful {@dc 15} Wisdom (Perception) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus' space while unaware of Devorastus is surprised by it."
"Even when Devorastus is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus' space while unaware of Devorastus is surprised by it."
]
}
],
@@ -3781,7 +3781,7 @@
],
"reaction": [
{
"name": "Hardened Carapace (Recharge 4-6)",
"name": "Hardened Carapace {@recharge 4}",
"entries": [
"When hit with an attack, Ekengarik temporarily hardens her carapace, reducing her speed to 0 and increasing her AC by 5 until the start of her next turn."
]
@@ -7957,7 +7957,7 @@
{
"name": "Detect",
"entries": [
"The dragon makes a Wisdom (Perception) check."
"The dragon makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -8110,7 +8110,7 @@
{
"name": "Special Equipment",
"entries": [
"Tiax wears a Ring of Resistance that grants him resistance to radiant damage."
"Tiax wears a {@item Ring of Resistance} that grants him resistance to radiant damage."
]
}
],

View File

@@ -2575,7 +2575,7 @@
{
"name": "Mimicry",
"entries": [
"The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom (Insight) check."
"The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."
]
}
],

View File

@@ -1275,7 +1275,7 @@
{
"name": "Keen Sight and Smell",
"entries": [
"The statue has advantage on Wisdom (Perception) checks that rely on sight or smell."
"The statue has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."
]
},
{
@@ -2608,7 +2608,7 @@
{
"name": "Special Equipment",
"entries": [
"Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."
"Dermot wears {@item mariner's armor} and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."
]
}
],
@@ -3263,7 +3263,7 @@
{
"name": "Special Equipment",
"entries": [
"Galsariad wears a ring of swimming and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."
"Galsariad wears a {@item ring of swimming} and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."
]
}
],
@@ -3454,7 +3454,7 @@
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"Insight casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):"
"{@skill Insight} casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):"
],
"will": [
"{@spell alter self}",
@@ -3476,7 +3476,7 @@
{
"name": "Multiattack",
"entries": [
"Insight makes two Arcane Shock or Dagger of the Poisoned Mind attacks."
"{@skill Insight} makes two Arcane Shock or Dagger of the Poisoned Mind attacks."
]
},
{
@@ -3811,7 +3811,7 @@
{
"name": "Special Equipment",
"entries": [
"Irvan wears gloves of swimming and climbing and wields a ruidium shortsword (see appendix B). If Irvan rolls a 1 on an attack roll made with the shortsword, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.",
"Irvan wears {@item gloves of swimming and climbing} and wields a ruidium shortsword (see appendix B). If Irvan rolls a 1 on an attack roll made with the shortsword, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.",
"In addition, Irvan has a magical prosthetic arm. While the arm is attached to him, it functions the same as the body part it is replacing. Irvan can attach or detach the arm as an action, and it can't be removed by anyone else."
]
}
@@ -4080,7 +4080,7 @@
{
"name": "Special Equipment",
"entries": [
"Laurin wields a staff of the adder and is attuned to it as though he were a cleric."
"Laurin wields a {@item staff of the adder} and is attuned to it as though he were a cleric."
]
}
],
@@ -5554,7 +5554,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
}
],
@@ -6754,7 +6754,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],

View File

@@ -906,7 +906,7 @@
{
"name": "Keen Sight",
"entries": [
"The Crimson Countess has advantage on Wisdom (Perception) checks that rely on sight."
"The Crimson Countess has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -1021,7 +1021,7 @@
{
"name": "Misty Camouflage",
"entries": [
"A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog."
"A delerium dreg has advantage on Dexterity ({@skill Stealth}) checks to hide in any area obscured by mist or fog."
]
}
],
@@ -1068,7 +1068,7 @@
},
{
"type": "entries",
"name": "Bile Spray (Recharge 5-6)",
"name": "Bile Spray {@recharge 5}",
"entries": [
"The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 ({@dice 2d6}) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one {@adventure level of contamination|DoDk|12}."
]
@@ -1108,7 +1108,7 @@
},
{
"type": "entries",
"name": "Psychic Shriek (Recharge 6)",
"name": "Psychic Shriek {@recharge 6}",
"entries": [
"Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 ({@dice 2d6}) psychic damage and be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
]
@@ -1128,7 +1128,7 @@
},
{
"type": "entries",
"name": "Teleport (Recharge 4\u20136)",
"name": "Teleport {@recharge 4}",
"entries": [
"The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 ({@dice 2d6}) psychic damage."
]
@@ -1712,7 +1712,7 @@
{
"name": "Special Equipment",
"entries": [
"Eldrick Runeweaver wears a robe of the archmagi, carries a staff of power, and wears a ring of spell storing. He carries {@dice 2d6} very rare spell scrolls and potions."
"Eldrick Runeweaver wears a {@item robe of the archmagi}, carries a {@item staff of power}, and wears a {@item ring of spell storing}. He carries {@dice 2d6} {@filter very rare spell scrolls and potions|items|type=potion;scroll|rarity=very rare}."
]
},
{
@@ -2543,7 +2543,7 @@
{
"name": "Misty Camouflage",
"entries": [
"The grotesque gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog."
"The grotesque gargant has advantage on Dexterity ({@skill Stealth}) checks to hide in any area obscured by mist or fog."
]
}
],
@@ -2612,7 +2612,7 @@
"entries": [
{
"type": "entries",
"name": "Hurl Foetid Flesh (Recharge 5\u20136)",
"name": "Hurl Foetid Flesh {@recharge 5}",
"entries": [
"The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one."
]
@@ -3151,7 +3151,7 @@
{
"name": "Special Equipment",
"entries": [
"Theodore Marshal wields a holy avenger longsword."
"Theodore Marshal wields a {@item holy avenger longsword}."
]
}
],
@@ -3503,7 +3503,7 @@
{
"name": "Special Equipment",
"entries": [
"Elias Drexel wields a +3 Longsword, wears a +3 breastplate and the Lord Commander's Badge."
"Elias Drexel wields a {@item +3 Longsword}, wears a {@item +3 breastplate} and the {@item Lord Commander's Badge|DoDk}."
]
}
],
@@ -3668,7 +3668,7 @@
{
"name": "Predatory Senses",
"entries": [
"The Lord of the Feast has advantage on Wisdom (Perception) checks. He can pinpoint the position of any creature within 120 feet of him that is {@condition invisible}."
"The Lord of the Feast has advantage on Wisdom ({@skill Perception}) checks. He can pinpoint the position of any creature within 120 feet of him that is {@condition invisible}."
]
}
],
@@ -4230,7 +4230,7 @@
{
"name": "Detect",
"entries": [
"Minazorond makes a Wisdom (Perception) check."
"Minazorond makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -4994,7 +4994,7 @@
{
"name": "Special Equipment",
"entries": [
"The Queen of Thieves wears an amulet of proof against detection and location and a spymasters signet. She wields a +3 rapier."
"The Queen of Thieves wears an {@item amulet of proof against detection and location} and a {@item spymaster's signet|DoDK}. She wields a {@item +3 rapier}."
]
},
{
@@ -5173,7 +5173,7 @@
{
"name": "Keen Smell",
"entries": [
"The Rat Prince has advantage on Wisdom (Perception) checks that rely on smell."
"The Rat Prince has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -5297,7 +5297,7 @@
{
"name": "Keen Smell",
"entries": [
"The ratling has advantage on Wisdom (Perception) checks that rely on smell."
"The ratling has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -5470,7 +5470,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Saint Gresha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Saint Gresha has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -6168,7 +6168,7 @@
{
"name": "Keen Smell",
"entries": [
"The ratling has advantage on Wisdom (Perception) checks that rely on smell."
"The ratling has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],

View File

@@ -174,7 +174,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],

View File

@@ -1286,7 +1286,7 @@
[
"5th",
"33 ({@dice 6d8 + 6})",
"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive Perception score increases by 2."
"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive {@skill Perception} score increases by 2."
],
[
"6th",
@@ -1306,7 +1306,7 @@
[
"9th",
"55 ({@dice 10d8 + 10})",
"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive Perception score increases by 2."
"Proficiency Bonus. Ayik's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries (by 2 for {@skill Perception}), and the bonuses to hit of his weapon attacks. His passive {@skill Perception} score increases by 2."
],
[
"10th",
@@ -3503,7 +3503,7 @@
[
"4th",
"27 ({@dice 5d8 + 5})",
"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive Perception score. Spellcasting. Hrigg learns another cantrip: {@spell spare the dying}."
"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive {@skill Perception} score. Spellcasting. Hrigg learns another cantrip: {@spell spare the dying}."
],
[
"5th",
@@ -3523,7 +3523,7 @@
[
"8th",
"49 ({@dice 9d8 + 9})",
"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive Perception score."
"Ability Score Improvement. Hrigg's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his {@skill Medicine} and {@skill Perception} bonuses, and his passive {@skill Perception} score."
],
[
"9th",
@@ -4404,7 +4404,7 @@
[
"5th",
"33 ({@dice 6d8 + 6})",
"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1."
"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive {@skill Perception} score by 2; increase the bonuses to hit of her weapon attacks by 1."
],
[
"6th",
@@ -4419,12 +4419,12 @@
[
"8th",
"49 ({@dice 9d8 + 9})",
"Ability Score Improvement. Iriad's Strength and Wisdom scores both increase by 1, raising their modifiers by 1, so increase the following numbers by 1: her {@skill Athletics}, {@skill Perception}, and {@skill Survival} bonuses and her passive Perception score."
"Ability Score Improvement. Iriad's Strength and Wisdom scores both increase by 1, raising their modifiers by 1, so increase the following numbers by 1: her {@skill Athletics}, {@skill Perception}, and {@skill Survival} bonuses and her passive {@skill Perception} score."
],
[
"9th",
"55 ({@dice 10d8 + 10})",
"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1."
"Proficiency Bonus. Iriad's proficiency bonus increases by 1, so make the following changes in her stat block: increase the bonuses in the Saving Throws and Skills entries by 1 (by 2 for {@skill Perception}, {@skill Stealth}, and {@skill Survival}); increase her passive {@skill Perception} score by 2; increase the bonuses to hit of her weapon attacks by 1."
],
[
"10th",
@@ -5454,7 +5454,7 @@
{
"name": "Special Equipment",
"entries": [
"Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can't be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a gem of seeing."
"Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can't be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a {@item gem of seeing}."
]
}
],
@@ -6179,7 +6179,7 @@
[
"5th",
"39 ({@dice 6d8 + 12})",
"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive Perception score, and the bonuses to hit of her weapon attacks."
"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive {@skill Perception} score, and the bonuses to hit of her weapon attacks."
],
[
"6th",
@@ -6199,7 +6199,7 @@
[
"9th",
"65 ({@dice 10d8 + 20})",
"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive Perception score, and the bonuses to hit of her weapon attacks."
"Proficiency Bonus. Levna's proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the Saving Throws and Skills entries, her passive {@skill Perception} score, and the bonuses to hit of her weapon attacks."
],
[
"10th",
@@ -7430,7 +7430,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
},
{
@@ -7902,7 +7902,7 @@
[
"4th",
"27 ({@dice 5d6 + 10})",
"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive Perception score; and the DC of her Taunt action. Spellcasting. Tem learns another cantrip: {@spell mending}."
"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive {@skill Perception} score; and the DC of her Taunt action. Spellcasting. Tem learns another cantrip: {@spell mending}."
],
[
"5th",
@@ -7922,7 +7922,7 @@
[
"8th",
"49 ({@dice 9d6 + 18})",
"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive Perception score; and the DC of her Taunt action."
"Ability Score Improvement. Tem's Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her {@skill Insight}, {@skill Medicine}, and {@skill Perception} bonuses; her passive {@skill Perception} score; and the DC of her Taunt action."
],
[
"9th",

View File

@@ -1985,7 +1985,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -2100,7 +2100,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -2533,7 +2533,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -3799,7 +3799,7 @@
{
"name": "Special Equipment",
"entries": [
"Sken wears a ring of obscuring. With it, she can cast the {@spell fog cloud} spell centered on herself three times per day. The cloud lasts for 1 minute (no {@status concentration} required)."
"Sken wears a {@item ring of obscuring|EGW}. With it, she can cast the {@spell fog cloud} spell centered on herself three times per day. The cloud lasts for 1 minute (no {@status concentration} required)."
]
}
],
@@ -4352,7 +4352,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"Yinra has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"Yinra has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
}
],

View File

@@ -1881,7 +1881,7 @@
{
"name": "Keen Senses",
"entries": [
"The defender has advantage on Wisdom (Perception) checks."
"The defender has advantage on Wisdom ({@skill Perception}) checks."
]
},
{
@@ -5028,7 +5028,7 @@
{
"name": "Keen Sight",
"entries": [
"The hawk has advantage on Wisdom (Perception) checks that rely on sight."
"The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -5110,7 +5110,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
}
],

View File

@@ -9974,7 +9974,7 @@
{
"name": "Pinion",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and {@condition restrained}. The golem has two pinions, each of which can restrain one target. If a creature is {@condition restrained} by one of the pinions, the golem can't attack with it. Any creature {@condition restrained} by a pinion can free itself at the start of its turn with a successful {@dc 17} Strength (Athletics) check."
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and {@condition restrained}. The golem has two pinions, each of which can restrain one target. If a creature is {@condition restrained} by one of the pinions, the golem can't attack with it. Any creature {@condition restrained} by a pinion can free itself at the start of its turn with a successful {@dc 17} Strength ({@skill Athletics}) check."
]
},
{
@@ -10881,7 +10881,7 @@
{
"name": "False Appearance",
"entries": [
"If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the egg hunter is animate. Dragons have disadvantage on this check."
"If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the egg hunter is animate. Dragons have disadvantage on this check."
]
}
],
@@ -12972,7 +12972,7 @@
{
"name": "False Appearance (Hoard Form Only)",
"entries": [
"If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the mimic move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the mimic is animate."
"If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the mimic move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the mimic is animate."
]
}
],
@@ -13088,7 +13088,7 @@
{
"name": "False Appearance",
"entries": [
"If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the scarab is animate."
"If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the scarab is animate."
]
}
],
@@ -15074,7 +15074,7 @@
{
"name": "False Appearance",
"entries": [
"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the swarm is animate."
"If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the swarm is animate."
]
},
{

View File

@@ -1689,7 +1689,7 @@
{
"name": "Mimicry",
"entries": [
"The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom (Insight) check."
"The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check."
]
}
],
@@ -2094,7 +2094,7 @@
{
"name": "Vine Staff",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} by twisting vines for 1 minute. A target {@condition restrained} in this way can use an action to make a {@dc 17} Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success."
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} by twisting vines for 1 minute. A target {@condition restrained} in this way can use an action to make a {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check, ending the effect on itself on a success."
]
},
{
@@ -3092,7 +3092,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"The felidar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
},
{
@@ -3806,7 +3806,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -4282,7 +4282,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -5148,7 +5148,7 @@
{
"name": "Chameleon Skin",
"entries": [
"The hybrid has advantage on Dexterity (Stealth) checks made to hide."
"The hybrid has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{
@@ -5475,7 +5475,7 @@
{
"name": "Inscrutable",
"entries": [
"Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage."
"Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom ({@skill Insight}) checks made to ascertain her intentions or sincerity have disadvantage."
]
},
{
@@ -6763,7 +6763,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -8794,7 +8794,7 @@
{
"name": "Ruin Dweller",
"entries": [
"The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in {@quickref difficult terrain||3} composed of rubble."
"The stalker has advantage on Dexterity ({@skill Stealth}) checks made to hide in ruins, and its speed is not reduced in {@quickref difficult terrain||3} composed of rubble."
]
},
{
@@ -9070,7 +9070,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -9380,7 +9380,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -9484,7 +9484,7 @@
{
"name": "Keen Sight",
"entries": [
"The roc has advantage on Wisdom (Perception) checks that rely on sight."
"The roc has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -9856,7 +9856,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
}
],

View File

@@ -609,7 +609,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The awakened chapped brute has advantage on Wisdom (Perception) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight."
"The awakened chapped brute has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight."
]
},
{
@@ -946,7 +946,7 @@
{
"name": "Bone Armor (1/Day)",
"entries": [
"A bone trader in its lair can use a bonus action to summon a temporary suit of bone armor that lasts for ten minutes or until dismissed by the bone trader. While wearing its bone armor, a bone trader has advantage on Wisdom saving throws and Charisma (Intimidation) checks."
"A bone trader in its lair can use a bonus action to summon a temporary suit of bone armor that lasts for ten minutes or until dismissed by the bone trader. While wearing its bone armor, a bone trader has advantage on Wisdom saving throws and Charisma ({@skill Intimidation}) checks."
]
},
{
@@ -1469,7 +1469,7 @@
{
"name": "Keen Hearing",
"entries": [
"The chapped brute has advantage on Wisdom (Perception) checks that rely on hearing. While {@condition deafened}, the brute can't use its blindsight."
"The chapped brute has advantage on Wisdom ({@skill Perception}) checks that rely on hearing. While {@condition deafened}, the brute can't use its blindsight."
]
}
],
@@ -1566,7 +1566,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The chapped brute abomination has advantage on Wisdom (Perception) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight."
"The chapped brute abomination has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell. While {@condition deafened} and unable to smell, the brute can't use its blindsight."
]
},
{
@@ -1593,7 +1593,7 @@
"name": "Engulf",
"entries": [
"Each creature {@condition grappled} by the chapped brute abomination must succeed on a {@dc 18} Strength saving throw or be pulled into the brute's body. An engulfed target is {@condition blinded}, {@condition restrained}, unable to breathe, and has total cover from effects that originate outside the brute. At the start of each of the brute's turns, each engulfed creature takes 14 ({@damage 4d6}) acid damage. The brute can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.",
"An engulfed creature can try to escape by taking an action to make its choice of a {@dc 18} Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature escapes and uses 10 feet of movement to enter a space of its choice within 5 feet of the brute.",
"An engulfed creature can try to escape by taking an action to make its choice of a {@dc 18} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. On a success, the creature escapes and uses 10 feet of movement to enter a space of its choice within 5 feet of the brute.",
"If the brute dies, an engulfed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement.",
"If a creature dies inside the brute, the brute doesn't roll for Unstable Life at the start of its next turn and instead regains 20 hit points. The creature's body breaks up inside the brute, and the brute expels anything the creature wore or carried."
]
@@ -1801,7 +1801,7 @@
{
"name": "Keen Smell",
"entries": [
"The corpsejaw has advantage on Wisdom (Perception) checks that rely on smell."
"The corpsejaw has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -3252,7 +3252,7 @@
{
"name": "Keen Sight",
"entries": [
"The eye crawler has advantage on Wisdom (Perception) checks that rely on sight."
"The eye crawler has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -3303,7 +3303,7 @@
{
"name": "Mimicry",
"entries": [
"The eye crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom (Insight) check."
"The eye crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."
]
},
{
@@ -3508,7 +3508,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The fzeg has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The fzeg has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -3700,7 +3700,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The fzeglaich has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The fzeglaich has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -3911,7 +3911,7 @@
{
"name": "Daemon Sight",
"entries": [
"Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom (Perception) check."
"Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom ({@skill Perception}) check."
]
},
{
@@ -4438,7 +4438,7 @@
"name": "Sever Tongue",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one humanoid {@condition grappled} by the harvester of lies. {@h}33 ({@damage 8d6 + 5}) slashing damage and the target must succeed on a {@dc 17} Constitution saving throw or have their tongue ripped out. A creature without a tongue cannot speak or cast spells with verbal components. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a tongue, or has legendary actions.",
"A tongue can be reattached within 1 hour of being severed with a successful {@dc 10} Wisdom (Medicine) check, or at can be regrown using magic that replaces lost limbs."
"A tongue can be reattached within 1 hour of being severed with a successful {@dc 10} Wisdom ({@skill Medicine}) check, or at can be regrown using magic that replaces lost limbs."
]
}
],
@@ -5174,7 +5174,7 @@
{
"name": "Keen Sight",
"entries": [
"The ithjar has advantage on Wisdom (Perception) checks that rely on sight."
"The ithjar has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{
@@ -5394,7 +5394,7 @@
"name": "Berserk",
"entries": [
"Whenever the lenchtahg starts its turn with 54 hit points or fewer, roll a {@dice d6}. On a 1, the lenchtahg recalls its former life and current agony, and it goes berserk. On each of its turns while berserk, the lenchtahg attacks the nearest creature it can see. It treats all creatures as enemies and makes any opportunity attack it can. Also, it has advantage on attack rolls, but all attack rolls against it have advantage. If no creature is near enough to move to and attack, the lenchtahg moves as far as it can toward the closest creature.",
"Once the lenchtahg goes berserk, it remains so until destroyed or it has more than 54 hit points. Also, a fiend can calm the lenchtahg. The lenchtahg must be able to understand the fiend, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the lenchtahg ceases being berserk."
"Once the lenchtahg goes berserk, it remains so until destroyed or it has more than 54 hit points. Also, a fiend can calm the lenchtahg. The lenchtahg must be able to understand the fiend, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the lenchtahg ceases being berserk."
]
},
{
@@ -6244,7 +6244,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The lupilisk has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The lupilisk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -6350,7 +6350,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The lupilisk elder has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The lupilisk elder has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -6456,7 +6456,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The lupilisk whelp has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The lupilisk whelp has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -7608,7 +7608,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the morbus kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the morbus kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -8171,7 +8171,7 @@
{
"name": "Keen Sight and Smell",
"entries": [
"The oozing vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
"The oozing vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."
]
}
],
@@ -8561,7 +8561,7 @@
{
"name": "Mimicry",
"entries": [
"The psychic fragment can mimic a single word or phrase it spoke in life. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom (Insight) check."
"The psychic fragment can mimic a single word or phrase it spoke in life. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check."
]
}
],
@@ -9268,7 +9268,7 @@
{
"name": "Loud",
"entries": [
"Creatures have advantage on Wisdom (Perception) checks made to hear the approach of a shatter corpse."
"Creatures have advantage on Wisdom ({@skill Perception}) checks made to hear the approach of a shatter corpse."
]
},
{
@@ -9432,7 +9432,7 @@
{
"name": "Keen Smell",
"entries": [
"The Sitri cat has advantage on Wisdom (Perception) checks that rely on smell."
"The Sitri cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -9963,7 +9963,7 @@
{
"name": "Keen Sight",
"entries": [
"The sky drake has advantage on Wisdom (Perception) checks that rely on sight."
"The sky drake has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -10226,7 +10226,7 @@
{
"name": "False Appearance",
"entries": [
"The spythronar sac appears to be a tangled ball of string, twigs, and dirt. Someone who can see the sac can identify it with a successful {@dc 15} Intelligence (Arcana or Nature) check."
"The spythronar sac appears to be a tangled ball of string, twigs, and dirt. Someone who can see the sac can identify it with a successful {@dc 15} Intelligence ({@skill Arcana} or {@skill Nature}) check."
]
},
{
@@ -10456,7 +10456,7 @@
{
"name": "Adhesive",
"entries": [
"The spythronar web adheres to anything that touches it. To avoid adhering when touching the web, a creature must succeed on a {@dc 13} Strength saving throw, but a creature hit by the web's crush attack doesn't receive a saving throw. A Huge or smaller creature adhered to the web is also {@condition grappled} by it (escape {@dc 13}). If adhered to a target larger than it can grapple, the web can release the adhesive or remain adhered and be dragged along as the target moves. Neither choice requires an action from the web. Removing an object adhered to the web or the web from anything it's adhered to requires a successful {@dc 13} Strength (Athletics) check as an action."
"The spythronar web adheres to anything that touches it. To avoid adhering when touching the web, a creature must succeed on a {@dc 13} Strength saving throw, but a creature hit by the web's crush attack doesn't receive a saving throw. A Huge or smaller creature adhered to the web is also {@condition grappled} by it (escape {@dc 13}). If adhered to a target larger than it can grapple, the web can release the adhesive or remain adhered and be dragged along as the target moves. Neither choice requires an action from the web. Removing an object adhered to the web or the web from anything it's adhered to requires a successful {@dc 13} Strength ({@skill Athletics}) check as an action."
]
},
{
@@ -10584,7 +10584,7 @@
{
"name": "Keen Sight",
"entries": [
"The stormborn ithjar has advantage on Wisdom (Perception) checks that rely on sight."
"The stormborn ithjar has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{

View File

@@ -61,7 +61,7 @@
{
"name": "Two Heads",
"entries": [
"The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
"The amphisbaena has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
]
}
],
@@ -209,7 +209,7 @@
{
"name": "Swamp Camouflage",
"entries": [
"The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
"The croaker has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."
]
}
],
@@ -357,7 +357,7 @@
{
"name": "Swamp Camouflage",
"entries": [
"The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
"The royal has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."
]
}
],
@@ -2863,7 +2863,7 @@
{
"name": "Detect",
"entries": [
"The maw of Sekolah makes a Wisdom (Perception) check."
"The maw of Sekolah makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -3228,7 +3228,7 @@
{
"name": "Keen Sight and Smell",
"entries": [
"The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell."
"The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."
]
},
{
@@ -3268,7 +3268,7 @@
{
"name": "Detect",
"entries": [
"The peryton makes a Wisdom (Perception) check."
"The peryton makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -4632,7 +4632,7 @@
{
"name": "Brine Lurker",
"entries": [
"The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water."
"The deep diver has advantage on Dexterity ({@skill Stealth}) checks made while submerged in water."
]
},
{
@@ -5125,8 +5125,8 @@
{
"name": "Whirlpool (1/Day)",
"entries": [
"The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is {@condition incapacitated}. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a {@dc 14} Strength (Athletics) check.",
"When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a {@dc 14} Strength saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so.",
"The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is {@condition incapacitated}. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a {@dc 14} Strength ({@skill Athletics}) check.",
"When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a {@dc 14} Strength saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength ({@skill Athletics}) check to do so.",
"The first time each turn that an object enters the vortex, the object takes 9 ({@damage 2d8}) bludgeoning damage. This damage occurs each round it remains in the vortex."
]
}
@@ -5951,7 +5951,7 @@
{
"name": "Detect",
"entries": [
"Thousand Teeth makes a Wisdom (Perception) check."
"Thousand Teeth makes a Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -678,7 +678,7 @@
{
"name": "Special Equipment",
"entries": [
"Simon carries a bag of holding, two pairs of sending stones, and a deathly token (see Spellcasting)."
"Simon carries a {@item bag of holding}, two pairs of {@item sending stones}, and a deathly token (see Spellcasting)."
]
},
{

View File

@@ -52,7 +52,7 @@
{
"name": "Keen Smell",
"entries": [
"The demogorgon has advantage on Wisdom (Perception) checks that rely on smell."
"The demogorgon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -306,7 +306,7 @@
{
"name": "Tail Pincer",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, and the target is {@condition grappled}. As an action, the target can escape the grapple by succeeding on a {@dc 14} Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer."
"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, and the target is {@condition grappled}. As an action, the target can escape the grapple by succeeding on a {@dc 14} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer."
]
},
{
@@ -321,7 +321,7 @@
{
"name": "Detect",
"entries": [
"The thessalhydra makes a Wisdom (Perception) check with advantage."
"The thessalhydra makes a Wisdom ({@skill Perception}) check with advantage."
]
},
{

File diff suppressed because it is too large Load Diff

View File

@@ -1975,7 +1975,7 @@
{
"name": "Keen Hearing",
"entries": [
"The fox has advantage on Wisdom (Perception) checks that rely on hearing."
"The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."
]
}
],
@@ -2579,7 +2579,7 @@
{
"name": "Keen Smell",
"entries": [
"The vampire has advantage on Wisdom (Perception) checks that rely on smell."
"The vampire has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -3169,7 +3169,7 @@
{
"name": "Keen Smell",
"entries": [
"The werebear has advantage on Wisdom (Perception) checks that rely on smell."
"The werebear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -3338,7 +3338,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -3810,7 +3810,7 @@
{
"name": "Keen Smell",
"entries": [
"The ice troll has advantage on Wisdom (Perception) checks that rely on smell."
"The ice troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -3934,7 +3934,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -4148,7 +4148,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"Isarr has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
}
],
@@ -5638,7 +5638,7 @@
{
"name": "Keen Smell",
"entries": [
"The seal has advantage on Wisdom (Perception) checks that rely on smell."
"The seal has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],
@@ -6117,7 +6117,7 @@
{
"name": "Keen Hearing",
"entries": [
"The whale has advantage on Wisdom (Perception) checks that rely on hearing."
"The whale has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."
]
}
],
@@ -6630,7 +6630,7 @@
{
"name": "Special Equipment",
"entries": [
"Vellynne wears bracers of defense and carries a wand of magic missiles (see \"Actions\" below)."
"Vellynne wears {@item bracers of defense} and carries a {@item wand of magic missiles} (see \"Actions\" below)."
]
}
],
@@ -7062,7 +7062,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -7198,13 +7198,13 @@
{
"name": "Keen Smell",
"entries": [
"The yeti has advantage on Wisdom (Perception) checks that rely on smell."
"The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
"name": "Snow Camouflage",
"entries": [
"The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
"The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."
]
}
],

View File

@@ -76,7 +76,7 @@
{
"name": "Two Heads",
"entries": [
"The ettin has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
"The ettin has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
]
},
{
@@ -680,7 +680,7 @@
{
"name": "Special Equipment",
"entries": [
"Lynx's crystal eye is a magically shrunken crystal ball of true seeing. One of her teeth is a refashioned ring of mind shielding, while another has been magicked to place her under a permanent {@spell Nystul's magic aura} spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead."
"Lynx's crystal eye is a magically shrunken {@item crystal ball} of true seeing. One of her teeth is a refashioned {@item ring of mind shielding}, while another has been magicked to place her under a permanent {@spell Nystul's magic aura} spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead."
]
},
{
@@ -1220,7 +1220,7 @@
{
"name": "Special Equipment",
"entries": [
"Sir Ursas wears a ring of mind shielding and plate armor of fire resistance."
"Sir Ursas wears a {@item ring of mind shielding} and {@item plate armor of fire resistance}."
]
},
{
@@ -2061,7 +2061,7 @@
{
"name": "Two Heads",
"entries": [
"The two-headed crocodile has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
"The two-headed crocodile has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
]
},
{
@@ -2147,7 +2147,7 @@
{
"name": "Two Heads",
"entries": [
"The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
"The two-headed owlbear has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
]
},
{

View File

@@ -277,7 +277,7 @@
{
"name": "Unstable",
"entries": [
"If the rig takes damage, it must succeed on a {@dc 10} Constitution saving throw or be {@condition incapacitated} with a speed of 0 until a creature activates it with a successful {@dc 10} Intelligence (Arcana) check made as an action."
"If the rig takes damage, it must succeed on a {@dc 10} Constitution saving throw or be {@condition incapacitated} with a speed of 0 until a creature activates it with a successful {@dc 10} Intelligence ({@skill Arcana}) check made as an action."
]
}
],

View File

@@ -150,7 +150,7 @@
"name": "Hearth of Moonlight and Shadow",
"entries": [
"At the start of a short or long rest, Amble can touch a point in space, and an {@condition invisible}, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.",
"While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it.",
"While within the sphere, Amble and their allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere isn't visible outside it.",
"The sphere vanishes at the end of the rest or when Amble leaves the sphere."
]
},

View File

@@ -218,7 +218,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Aribeth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Aribeth has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{
@@ -932,7 +932,7 @@
{
"name": "Detect",
"entries": [
"The ravager makes a Wisdom (Perception) check."
"The ravager makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -3277,7 +3277,7 @@
{
"name": "Read Thoughts",
"entries": [
"The dread doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the dread doppelganger can continue reading its thoughts, as long as the dread doppelganger's Concentration isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."
"The dread doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the dread doppelganger can continue reading its thoughts, as long as the dread doppelganger's Concentration isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."
]
}
],
@@ -4480,7 +4480,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Imoen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Imoen has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -5241,7 +5241,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"Kivan has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"Kivan has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
},
{
@@ -5423,7 +5423,7 @@
{
"name": "Mimicry",
"entries": [
"Lothar can mimic simple sounds he has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom (Insight) check."
"Lothar can mimic simple sounds he has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check."
]
},
{
@@ -6706,7 +6706,7 @@
{
"name": "Disarm",
"entries": [
"Pazuzu knocks a weapon out of a target's hand if his attack roll (+14) beats the target's Strength (Athletics) or Dexterity (Acrobatics) check. If disarmed, the target's weapon flies 10 ft. in a random direction."
"Pazuzu knocks a weapon out of a target's hand if his attack roll (+14) beats the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. If disarmed, the target's weapon flies 10 ft. in a random direction."
]
},
{
@@ -7384,7 +7384,7 @@
{
"name": "Magical Equipment",
"entries": [
"Saemon wears a quiver of ehlonna."
"Saemon wears a {@item quiver of ehlonna}."
]
}
],
@@ -9250,7 +9250,7 @@
{
"name": "Keen Hearing and Sight",
"entries": [
"Vellin has advantage on Wisdom (Perception) checks that rely on hearing or sight."
"Vellin has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."
]
},
{
@@ -9491,7 +9491,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Viconia has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Viconia has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -9810,7 +9810,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -9959,7 +9959,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"The wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{
@@ -10145,7 +10145,7 @@
{
"name": "Special Equipment",
"entries": [
"Xan wields a Moonblade. The Moonblade has a +3 bonus to attack and damage rolls (already factored into Xan's attacks) and has the finesse property."
"Xan wields a {@item Moonblade}. The Moonblade has a +3 bonus to attack and damage rolls (already factored into Xan's attacks) and has the finesse property."
]
},
{

View File

@@ -57,7 +57,7 @@
{
"name": "False Appearance",
"entries": [
"If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the spider move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the spider is anything other than an asteroid."
"If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the spider move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the spider is anything other than an asteroid."
]
},
{
@@ -1257,7 +1257,7 @@
{
"name": "False Appearance",
"entries": [
"If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a creature hasn't observed the rooted yggdrasti move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the yggdrasti is animate."
"If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a creature hasn't observed the rooted yggdrasti move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the yggdrasti is animate."
]
},
{

View File

@@ -106,7 +106,7 @@
"entries": [
"The dream eater targets one creature within 5 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be engulfed by the dream eater, as the dream eater envelops the creature in a miasma of its worst fears.",
"When the dream eater engulfs a target, the dream eater enters its space, and the target immediately takes 10 ({@damage 3d6}) psychic damage. An engulfed target is {@condition restrained} and {@condition blinded}, and it takes an additional 10 ({@damage 3d6}) psychic damage at the start of each of the dream eater's turns. When the dream eater moves, the engulfed target moves with it.",
"The dream eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a {@dc 16} Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a {@dc 16} Charisma (Persuasion) check to convince the engulfed target the nightmare isn't real, with the target escaping on a success. The creature making the check takes 10 ({@damage 3d6}) psychic damage, regardless of the check's success or failure, as its mind brushes against the nightmare."
"The dream eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a {@dc 16} Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a {@dc 16} Charisma ({@skill Persuasion}) check to convince the engulfed target the nightmare isn't real, with the target escaping on a success. The creature making the check takes 10 ({@damage 3d6}) psychic damage, regardless of the check's success or failure, as its mind brushes against the nightmare."
]
}
],

View File

@@ -209,7 +209,7 @@
{
"name": "False Appearance",
"entries": [
"If the wurm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wurm move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the wurm is animate."
"If the wurm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wurm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wurm is animate."
]
},
{
@@ -2960,7 +2960,7 @@
{
"name": "Plant Camouflage",
"entries": [
"The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain."
"The treefolk has advantage on Dexterity ({@skill Stealth}) checks it makes in forest terrain."
]
},
{

View File

@@ -55,7 +55,7 @@
{
"name": "Keen Smell",
"entries": [
"The assassin bug has advantage on Wisdom (Perception) checks that rely on smell."
"The assassin bug has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],
@@ -350,7 +350,7 @@
{
"name": "Keen Hearing",
"entries": [
"The dire corby has advantage on Wisdom (Perception) checks that rely on hearing."
"The dire corby has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."
]
}
],
@@ -649,7 +649,7 @@
{
"name": "Keen Smell",
"entries": [
"The giant has advantage on Wisdom (Perception) checks that rely on smell."
"The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],

View File

@@ -7407,7 +7407,7 @@
{
"name": "Inscrutable",
"entries": [
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
]
},
{
@@ -10930,7 +10930,7 @@
{
"name": "Glaive",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 12} Constitution saving throw or lose 5 ({@dice 1d10}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 1d10}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom (Medicine) check. The wound also closes if the target receives magical healing."
"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 12} Constitution saving throw or lose 5 ({@dice 1d10}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 1d10}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."
]
}
],
@@ -12796,7 +12796,7 @@
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.",
"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.",
"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.",
"Someone who is proficient in Wisdom (Medicine) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom (Medicine) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
],
"_version": {
"name": "Blue Slaad (Control Gem)",
@@ -14525,7 +14525,7 @@
{
"name": "Swamp Camouflage",
"entries": [
"The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
"The bullywug has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."
]
},
{
@@ -19222,7 +19222,7 @@
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.",
"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.",
"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.",
"Someone who is proficient in Wisdom (Medicine) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom (Medicine) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
],
"_version": {
"name": "Death Slaad (Control Gem)",
@@ -19622,7 +19622,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The gnome has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
},
{
@@ -26850,7 +26850,7 @@
"name": "Berserk",
"entries": [
"Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.",
"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
"The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
]
},
{
@@ -28068,7 +28068,7 @@
{
"name": "Eerie Resemblance",
"entries": [
"The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful {@dc 15} Intelligence (Nature) check."
"The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check."
]
}
],
@@ -28189,7 +28189,7 @@
{
"name": "Transparent",
"entries": [
"Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@quickref Surprise|PHB|3|0|surprised} by the cube."
"Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@quickref Surprise|PHB|3|0|surprised} by the cube."
]
}
],
@@ -34801,7 +34801,7 @@
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.",
"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.",
"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.",
"Someone who is proficient in Wisdom (Medicine) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom (Medicine) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
],
"_version": {
"name": "Gray Slaad (Control Gem)",
@@ -35180,7 +35180,7 @@
{
"name": "Mimicry",
"entries": [
"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom (Insight) check."
"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."
]
}
],
@@ -35195,7 +35195,7 @@
"name": "Illusory Appearance",
"entries": [
"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.",
"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence (Investigation) check to discern that the hag is disguised."
"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."
]
},
{
@@ -35561,7 +35561,7 @@
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.",
"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.",
"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.",
"Someone who is proficient in Wisdom (Medicine) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom (Medicine) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
],
"_version": {
"name": "Green Slaad (Control Gem)",
@@ -35843,7 +35843,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
}
],
@@ -35966,7 +35966,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
}
],
@@ -36233,7 +36233,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The grimlock has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
}
],
@@ -36782,7 +36782,7 @@
{
"name": "Inscrutable",
"entries": [
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
]
},
{
@@ -38954,7 +38954,7 @@
{
"name": "Tail",
"entries": [
"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@dice 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom (Medicine) check. The wound also closes if the target receives magical healing."
"{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@dice 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."
]
},
{
@@ -40961,7 +40961,7 @@
{
"name": "Mimicry",
"entries": [
"The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom (Insight) check."
"The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."
]
}
],
@@ -49282,7 +49282,7 @@
{
"name": "Weird Insight",
"entries": [
"The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."
"The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."
]
}
],
@@ -49468,7 +49468,7 @@
{
"name": "Claw",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom (Medicine) check. The wound also closes if the target receives magical healing."
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@dice 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."
]
},
{
@@ -55015,7 +55015,7 @@
{
"name": "Mimicry",
"entries": [
"The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom (Insight) check."
"The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."
]
}
],
@@ -55368,7 +55368,7 @@
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.",
"Certain spells can be used to acquire the gem. If the slaad fails its saving throw against {@spell imprisonment}, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.",
"A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.",
"Someone who is proficient in Wisdom (Medicine) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom (Medicine) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
"Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."
],
"_version": {
"name": "Red Slaad (Control Gem)",
@@ -58070,7 +58070,7 @@
"name": "Illusory Appearance",
"entries": [
"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.",
"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 16} Intelligence (Investigation) check to discern that the hag is disguised."
"The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 16} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."
]
}
],
@@ -61597,7 +61597,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
}
],
@@ -63824,7 +63824,7 @@
{
"name": "Chameleon Carapace",
"entries": [
"The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide."
"The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{
@@ -64922,7 +64922,7 @@
{
"name": "Chameleon Skin",
"entries": [
"The troglodyte has advantage on Dexterity (Stealth) checks made to hide."
"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{
@@ -69878,7 +69878,7 @@
{
"name": "Life Drain",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maxum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
"A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."
]
},
@@ -70363,7 +70363,7 @@
{
"name": "Snow Camouflage",
"entries": [
"The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
"The wolf has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."
]
}
],
@@ -71110,7 +71110,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The xorn has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
},
{
@@ -71254,7 +71254,7 @@
{
"name": "Snow Camouflage",
"entries": [
"The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
"The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."
]
}
],

View File

@@ -353,7 +353,7 @@
{
"name": "Hide in Plain Sight",
"entries": [
"The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland."
"The alseid has advantage on Dexterity ({@skill Stealth}) checks made to hide while it is in grassland."
]
},
{
@@ -464,13 +464,13 @@
{
"name": "Keen Sight",
"entries": [
"The raptor has advantage on Wisdom (Perception) checks that rely on sight."
"The raptor has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{
"name": "Recorded Mimicry",
"entries": [
"The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom (Insight) check."
"The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."
]
}
],
@@ -1428,7 +1428,7 @@
{
"name": "Amphora",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one Medium or smaller creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If there is not already a creature inside the amphora, the target is {@condition restrained} inside. As an action, the {@condition restrained} creature can make a {@dc 14} Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage."
"{@atk mw} {@hit 6} to hit, reach 5 ft., one Medium or smaller creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If there is not already a creature inside the amphora, the target is {@condition restrained} inside. As an action, the {@condition restrained} creature can make a {@dc 14} Dexterity ({@skill Acrobatics}) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage."
]
}
],
@@ -2161,7 +2161,7 @@
{
"name": "Keen Smell",
"entries": [
"The lion has advantage on Wisdom (Perception) checks that rely on smell."
"The lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -4553,7 +4553,7 @@
{
"name": "Detect",
"entries": [
"Polukranos makes a Wisdom (Perception) check."
"Polukranos makes a Wisdom ({@skill Perception}) check."
]
},
{
@@ -4652,7 +4652,7 @@
{
"name": "Unreadable Face",
"entries": [
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
]
}
],
@@ -4763,7 +4763,7 @@
{
"name": "Unreadable Face",
"entries": [
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
]
}
],
@@ -4871,7 +4871,7 @@
{
"name": "Unreadable Face",
"entries": [
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
]
}
],
@@ -4977,7 +4977,7 @@
{
"name": "Unreadable Face",
"entries": [
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
"The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."
]
}
],
@@ -6060,7 +6060,7 @@
{
"name": "Breath Weapon {@recharge 5}",
"entries": [
"The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 12} Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage."
"The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 12} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage."
]
}
],
@@ -6145,7 +6145,7 @@
{
"name": "Keen Smell",
"entries": [
"The typhon has advantage on Wisdom (Perception) checks that rely on smell."
"The typhon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -6305,7 +6305,7 @@
{
"name": "Breath Weapon {@recharge 5}",
"entries": [
"The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 15} Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage."
"The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 15} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage."
]
}
],

View File

@@ -35432,7 +35432,7 @@
{
"name": "Multiattack",
"entries": [
"The tortle makes four Claw attacks or two Nature's Wrath attacks."
"The tortle makes four Claw attacks or two {@skill Nature}'s Wrath attacks."
]
},
{

View File

@@ -1729,7 +1729,7 @@
{
"name": "Symbol Speech",
"entries": [
"A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful {@dc 10} Intelligence (Investigation) check (no action required)."
"A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful {@dc 10} Intelligence ({@skill Investigation}) check (no action required)."
]
}
],
@@ -6042,7 +6042,7 @@
{
"name": "False Appearance",
"entries": [
"If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn't observed the blight move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the blight is animate."
"If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn't observed the blight move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the blight is animate."
]
},
{
@@ -6615,7 +6615,7 @@
{
"name": "Special Equipment",
"entries": [
"Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing damage instead of bludgeoning damage."
"Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a {@item tentacle rod} that deals slashing damage instead of bludgeoning damage."
]
}
],

View File

@@ -13223,7 +13223,7 @@
"entries": [
"While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a {@dc 24} Strength saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on failed save, or half as much damage on a successful one.",
"At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a {@dc 24} Strength saving throw or take 27 ({@damage 5d10}) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the effect ends.",
"A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful {@dc 24} Strength (Athletics) check to swim at all during that turn."
"A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful {@dc 24} Strength ({@skill Athletics}) check to swim at all during that turn."
]
}
],
@@ -15197,7 +15197,7 @@
{
"name": "Diabolical Sense",
"entries": [
"The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures."
"The narzugon has advantage on Wisdom ({@skill Perception}) checks made to perceive good-aligned creatures."
]
},
{
@@ -23468,7 +23468,7 @@
"name": "Earth-Shaking Movement",
"entries": [
"As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes {@quickref difficult terrain||3} for 1 minute. Each creature on the ground that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or the creature's {@status concentration} is broken.",
"The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped."
"The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength ({@skill Athletics}) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped."
]
},
{

View File

@@ -48,13 +48,13 @@
{
"name": "Chimeric Creation",
"entries": [
"The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks."
"The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity ({@skill Stealth}) checks."
]
},
{
"name": "Keen Hearing",
"entries": [
"The fox has advantage on Wisdom (Perception) checks that rely on hearing."
"The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."
]
}
],

View File

@@ -847,7 +847,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -4460,7 +4460,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The Pudding King has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
},
{
@@ -4650,7 +4650,7 @@
{
"name": "Chameleon Skin",
"entries": [
"The troglodyte has advantage on Dexterity (Stealth) checks made to hide."
"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{

View File

@@ -1873,7 +1873,7 @@
{
"name": "Special Equipment",
"entries": [
"Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the {@spell mage armor} spell and use his reaction to cast the {@spell shield} spell."
"Glasstaff wields a {@item staff of defense|PaBTSO} (see appendix B). With the staff in hand, he can use an action to cast the {@spell mage armor} spell and use his reaction to cast the {@spell shield} spell."
]
}
],

View File

@@ -301,7 +301,7 @@
{
"name": "Inscrutable",
"entries": [
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
]
},
{

View File

@@ -978,7 +978,7 @@
{
"name": "Vampiric Glamer",
"entries": [
"The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful {@dc 20} Wisdom (Perception) check."
"The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful {@dc 20} Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -76,7 +76,7 @@
{
"name": "Keen Sight and Smell",
"entries": [
"Billy Beaver has advantage on Wisdom (Perception) checks that rely on sight or smell."
"Billy Beaver has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."
]
}
],

View File

@@ -291,7 +291,7 @@
{
"name": "Plant Camouflage",
"entries": [
"The rotter has advantage on Dexterity (Stealth) checks it makes in terrain with ample obscuring plant life."
"The rotter has advantage on Dexterity ({@skill Stealth}) checks it makes in terrain with ample obscuring plant life."
]
},
{

View File

@@ -1399,7 +1399,7 @@
{
"name": "False Appearance",
"entries": [
"If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the groff move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the groff isn't an ordinary moss-covered bog patch."
"If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the groff move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the groff isn't an ordinary moss-covered bog patch."
]
},
{
@@ -1904,7 +1904,7 @@
{
"name": "Multiattack",
"entries": [
"The professor makes two Spectral Scroll attacks. It can also use Weight of History, if available."
"The professor makes two Spectral Scroll attacks. It can also use Weight of {@skill History}, if available."
]
},
{
@@ -2322,7 +2322,7 @@
{
"name": "Oriq Mask",
"entries": [
"Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor can't be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above)."
"Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor can't be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma ({@skill Deception}) checks (included above)."
]
},
{
@@ -2632,7 +2632,7 @@
{
"name": "Oriq Mask",
"entries": [
"The blood mage wears an Oriq mask. While wearing the mask, the blood mage can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above)."
"The blood mage wears an Oriq mask. While wearing the mask, the blood mage can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above)."
]
},
{
@@ -2781,7 +2781,7 @@
{
"name": "Oriq Mask",
"entries": [
"The recruiter wears an Oriq mask. While wearing the mask, the recruiter can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above)."
"The recruiter wears an Oriq mask. While wearing the mask, the recruiter can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above)."
]
}
],
@@ -6043,7 +6043,7 @@
{
"name": "Oriq Mask",
"entries": [
"Y'demi wears an Oriq mask. While wearing the mask, Y'demi can't be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma (Deception) checks (included above)."
"Y'demi wears an Oriq mask. While wearing the mask, Y'demi can't be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma ({@skill Deception}) checks (included above)."
]
},
{
@@ -6077,7 +6077,7 @@
{
"name": "Sanguine Tentacles (1/Day)",
"entries": [
"The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y'demi can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is {@quickref difficult terrain||3}. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the tentacles. A creature that starts its turn {@condition restrained} by the tentacles takes 10 ({@damage 3d6}) bludgeoning damage. A creature {@condition restrained} by the tentacles can use its action to make either a {@dc 13} Strength (Athletics) check or a {@dc 13} Dexterity (Acrobatics) check, ending the {@condition restrained} condition on itself on a success."
"The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y'demi can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is {@quickref difficult terrain||3}. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the tentacles. A creature that starts its turn {@condition restrained} by the tentacles takes 10 ({@damage 3d6}) bludgeoning damage. A creature {@condition restrained} by the tentacles can use its action to make either a {@dc 13} Strength ({@skill Athletics}) check or a {@dc 13} Dexterity ({@skill Acrobatics}) check, ending the {@condition restrained} condition on itself on a success."
]
}
],

View File

@@ -413,7 +413,7 @@
{
"name": "Detect",
"entries": [
"Lhammaruntosz makes a Wisdom (Perception) check."
"Lhammaruntosz makes a Wisdom ({@skill Perception}) check."
]
},
{

View File

@@ -2368,7 +2368,7 @@
{
"name": "Shell Camouflage",
"entries": [
"While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful {@dc 15} Intelligence (Nature) check."
"While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check."
]
}
],
@@ -6408,7 +6408,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
},
{

View File

@@ -637,7 +637,7 @@
{
"name": "Keen Hearing and Smell",
"entries": [
"Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell."
"Tooth-N-Claw has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."
]
},
{

View File

@@ -2848,6 +2848,9 @@
]
}
},
"alignment": [
"N"
],
"ac": [
{
"ac": 18,
@@ -2988,7 +2991,7 @@
{
"name": "Chameleon Skin",
"entries": [
"The troglodyte has advantage on Dexterity (Stealth) checks made to hide."
"The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{

View File

@@ -1167,7 +1167,7 @@
{
"name": "Entangling Vines",
"entries": [
"The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into {@quickref difficult terrain||3}. A creature in that area when the effect begins must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by entangling vines and roots. A creature {@condition restrained} by the plants can use its action to make a {@dc 13} Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again."
"The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into {@quickref difficult terrain||3}. A creature in that area when the effect begins must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by entangling vines and roots. A creature {@condition restrained} by the plants can use its action to make a {@dc 13} Strength ({@skill Athletics}) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again."
]
}
],
@@ -2843,7 +2843,7 @@
{
"name": "Camouflage",
"entries": [
"The jaculi has advantage on Dexterity (Stealth) checks made to hide."
"The jaculi has advantage on Dexterity ({@skill Stealth}) checks made to hide."
]
},
{
@@ -4470,7 +4470,7 @@
{
"name": "Berserk",
"entries": [
"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."
"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."
]
},
{
@@ -5261,7 +5261,7 @@
{
"name": "Berserk",
"entries": [
"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma (Persuasion) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."
"Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."
]
},
{

View File

@@ -3646,8 +3646,8 @@
"name": "Boggle Oil",
"entries": [
"The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.",
"Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.",
"Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
"Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity ({@skill Acrobatics}) checks made to escape bonds, squeeze through narrow spaces, and end grapples.",
"Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength ({@skill Athletics}) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
]
},
{
@@ -6687,7 +6687,7 @@
{
"name": "Sense Thoughts",
"entries": [
"The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target."
"The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma ({@skill Deception}) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom ({@skill Insight}) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target."
]
}
],
@@ -8381,7 +8381,7 @@
{
"name": "Mimicry",
"entries": [
"The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom (Insight) check."
"The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."
]
}
],
@@ -8638,7 +8638,7 @@
{
"name": "Keen Smell",
"entries": [
"The girallon has advantage on Wisdom (Perception) checks that rely on smell."
"The girallon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],
@@ -11904,7 +11904,7 @@
{
"name": "Stone Camouflage",
"entries": [
"The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
"The korred has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."
]
},
{
@@ -12225,7 +12225,7 @@
{
"name": "Mimicry",
"entries": [
"The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom (Insight) check."
"The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."
]
},
{
@@ -16334,7 +16334,7 @@
{
"name": "False Appearance",
"entries": [
"While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a {@dc 18} Intelligence (Investigation) check."
"While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a {@dc 18} Intelligence ({@skill Investigation}) check."
]
},
{
@@ -16358,7 +16358,7 @@
{
"name": "Watery Stealth",
"entries": [
"While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action."
"While underwater, the slithering tracker has advantage on Dexterity ({@skill Stealth}) checks made to hide, and it can take the Hide action as a bonus action."
]
}
],
@@ -17982,7 +17982,7 @@
{
"name": "False Appearance",
"entries": [
"While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a {@dc 20} Intelligence (Investigation) or Intelligence (Nature) check can discern its presence."
"While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a {@dc 20} Intelligence ({@skill Investigation}) or Intelligence ({@skill Nature}) check can discern its presence."
]
},
{
@@ -19934,7 +19934,7 @@
{
"name": "Overbearing Pack",
"entries": [
"The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
]
},
{
@@ -20049,7 +20049,7 @@
{
"name": "Overbearing Pack",
"entries": [
"The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
]
},
{
@@ -20213,7 +20213,7 @@
{
"name": "Overbearing Pack",
"entries": [
"The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
"The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."
]
},
{
@@ -20577,7 +20577,7 @@
"type": "variant",
"name": "Chameleon Skin",
"entries": [
"The yuan-ti has advantage on Dexterity (Stealth) checks made to hide."
"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide."
],
"_version": {
"name": "Yuan-ti Anathema (Chameleon Skin)",
@@ -20770,7 +20770,7 @@
"type": "variant",
"name": "Chameleon Skin",
"entries": [
"The yuan-ti has advantage on Dexterity (Stealth) checks made to hide."
"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide."
],
"_version": {
"name": "Yuan-ti Broodguard (Chameleon Skin)",
@@ -21369,7 +21369,7 @@
"type": "variant",
"name": "Chameleon Skin",
"entries": [
"The yuan-ti has advantage on Dexterity (Stealth) checks made to hide."
"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide."
],
"_version": {
"name": "Yuan-ti Mind Whisperer (Chameleon Skin)",
@@ -21615,7 +21615,7 @@
"type": "variant",
"name": "Chameleon Skin",
"entries": [
"The yuan-ti has advantage on Dexterity (Stealth) checks made to hide."
"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide."
],
"_version": {
"name": "Yuan-ti Nightmare Speaker (Chameleon Skin)",
@@ -21871,7 +21871,7 @@
"type": "variant",
"name": "Chameleon Skin",
"entries": [
"The yuan-ti has advantage on Dexterity (Stealth) checks made to hide."
"The yuan-ti has advantage on Dexterity ({@skill Stealth}) checks made to hide."
],
"_version": {
"name": "Yuan-ti Pit Master (Chameleon Skin)",

View File

@@ -545,7 +545,7 @@
{
"name": "False Object",
"entries": [
"If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carrionette move or act, that creature must succeed on a {@dc 15} Wisdom (Perception) check to discern that the carrionette is animate."
"If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carrionette move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the carrionette is animate."
]
},
{
@@ -2749,7 +2749,7 @@
{
"name": "Semblance of Life",
"entries": [
"The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature's memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful {@dc 20} Wisdom (Insight) check, or automatically if the podling does something in direct contradiction to the digested creature's established beliefs or behavior. The podling melts into a slurry when it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required)."
"The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature's memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful {@dc 20} Wisdom ({@skill Insight}) check, or automatically if the podling does something in direct contradiction to the digested creature's established beliefs or behavior. The podling melts into a slurry when it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required)."
]
},
{
@@ -3215,7 +3215,7 @@
{
"name": "Scything Shrapnel",
"entries": [
"The target takes 14 ({@damage 4d6}) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 ({@damage 3d6}) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom (Medicine) check."
"The target takes 14 ({@damage 4d6}) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 ({@damage 3d6}) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check."
]
}
],
@@ -3345,7 +3345,7 @@
{
"name": "Slasher's Knife",
"entries": [
"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 ({@damage 2d6}) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 ({@dice 1d6}). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom (Medicine) check."
"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 ({@damage 2d6}) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 ({@dice 1d6}). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check."
]
}
],
@@ -4342,7 +4342,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{
@@ -4488,7 +4488,7 @@
{
"name": "Mimicry",
"entries": [
"The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom (Insight) check."
"The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."
]
},
{

View File

@@ -121,7 +121,7 @@
{
"name": "Quick Fingers",
"entries": [
"Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target's passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft."
"Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity ({@skill Sleight of Hand}) check, with a DC equal to 1 + the target's passive Wisdom ({@skill Perception}) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft."
]
}
],
@@ -1545,7 +1545,7 @@
{
"name": "False Appearance",
"entries": [
"If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rocking horse move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the rocking horse is animate."
"If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rocking horse move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the rocking horse is animate."
]
},
{
@@ -1769,7 +1769,7 @@
{
"name": "Keen Sight",
"entries": [
"The swan has advantage on Wisdom (Perception) checks that rely on sight."
"The swan has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -1942,7 +1942,7 @@
{
"name": "False Appearance",
"entries": [
"If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the golem is animate."
"If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the golem is animate."
]
},
{
@@ -2061,7 +2061,7 @@
{
"name": "Keen Smell",
"entries": [
"The cat has advantage on Wisdom (Perception) checks that rely on smell."
"The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
}
],
@@ -2881,7 +2881,7 @@
{
"name": "Special Equipment",
"entries": [
"Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff becomes a nonmagical quarterstaff."
"Kelek wears {@item bracers of defense} and carries a {@item staff of striking} with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff becomes a nonmagical quarterstaff."
]
}
],
@@ -3038,7 +3038,7 @@
{
"name": "Mimicry",
"entries": [
"Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 13} Wisdom (Insight) check."
"Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 13} Wisdom ({@skill Insight}) check."
]
}
],
@@ -3160,7 +3160,7 @@
{
"name": "False Appearance",
"entries": [
"If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the doll is animate."
"If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the doll is animate."
]
},
{
@@ -3735,7 +3735,7 @@
{
"name": "Special Equipment",
"entries": [
"Molliver wears +1 leather armor and boots of levitation."
"Molliver wears +1 leather armor and {@item boots of levitation}."
]
}
],
@@ -3846,7 +3846,7 @@
{
"name": "Keen Sight",
"entries": [
"The paper bird has advantage on Wisdom (Perception) checks that rely on sight."
"The paper bird has advantage on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -4638,7 +4638,7 @@
"name": "Alter Size",
"entries": [
"Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.",
"As a Tiny creature, Skabatha deals 2 ({@damage 1d4}) poison damage when she hits with a Claw attack. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged."
"As a Tiny creature, Skabatha deals 2 ({@damage 1d4}) poison damage when she hits with a Claw attack. She has advantage on Dexterity ({@skill Stealth}) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged."
]
}
],
@@ -4874,7 +4874,7 @@
{
"name": "False Appearance",
"entries": [
"If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed Squirt move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that Squirt is animate."
"If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed Squirt move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that Squirt is animate."
]
},
{
@@ -5380,7 +5380,7 @@
{
"name": "False Appearance",
"entries": [
"If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the treant is animate."
"If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the treant is animate."
]
}
],
@@ -5490,7 +5490,7 @@
{
"name": "Special Equipment",
"entries": [
"Warduke wears a dread helm (see appendix A) and wields a flame tongue longsword."
"Warduke wears a dread helm (see appendix A) and wields a {@item flame tongue} longsword."
]
}
],
@@ -5763,7 +5763,7 @@
{
"name": "Special Equipment",
"entries": [
"Zarak carries a potion of invisibility."
"Zarak carries a {@item potion of invisibility}."
]
}
],
@@ -5921,7 +5921,7 @@
{
"name": "Special Equipment",
"entries": [
"Zargash wears a bat-shaped amulet that has the properties of a ring of feather falling."
"Zargash wears a bat-shaped amulet that has the properties of a {@item ring of feather falling}."
]
}
],

View File

@@ -1291,7 +1291,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -3253,7 +3253,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],
@@ -3472,7 +3472,7 @@
{
"name": "Special Equipment",
"entries": [
"Kaevja carries a yellow elemental gem. As an action she can break the gem releasing an earth elemental under her command."
"Kaevja carries a yellow {@item elemental gem}. As an action she can break the gem releasing an earth elemental under her command."
]
}
],
@@ -7118,7 +7118,7 @@
{
"name": "Keen Smell",
"entries": [
"The Shard Shunner has advantage on Wisdom (Perception) checks that rely on smell."
"The Shard Shunner has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
@@ -7460,7 +7460,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
},
{
@@ -7472,7 +7472,7 @@
{
"name": "Boots of Elvenkind",
"entries": [
"Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity (Stealth) checks that rely on moving silently."
"Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity ({@skill Stealth}) checks that rely on moving silently."
]
}
],

View File

@@ -2236,7 +2236,7 @@
{
"name": "Special Equipment",
"entries": [
"Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see {@condition invisible} creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.",
"Halaster wears a {@item robe of eyes} that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom ({@skill Perception}) checks that rely on sight, and allows him to see {@condition invisible} creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.",
"Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast {@spell thunderwave} as a 4th-level spell (save {@dc 16}) without expending a spell slot.",
"Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see \"Alterations to Magic\")."
]
@@ -4584,13 +4584,13 @@
{
"name": "Control Module",
"entries": [
"A creature atop or above Shockerstomper's platform can locate its control module with a successful {@dc 15} Intelligence (Investigation) check or Wisdom (Perception) check. As an action, a character can try to open the control module's access panel, either by tearing it off with a successful {@dc 25} Strength (Athletics) check or by dislodging it with thieves' tools and a successful {@dc 25} Dexterity check. Behind the panel, embedded in the floor of the control module, is a 5-foot-diameter pulsating crystal hemisphere with AC 10, 25 hit points, and immunity to poison and psychic damage. Destroying the crystal hemisphere shuts down Shockerstomper."
"A creature atop or above Shockerstomper's platform can locate its control module with a successful {@dc 15} Intelligence ({@skill Investigation}) check or Wisdom ({@skill Perception}) check. As an action, a character can try to open the control module's access panel, either by tearing it off with a successful {@dc 25} Strength ({@skill Athletics}) check or by dislodging it with thieves' tools and a successful {@dc 25} Dexterity check. Behind the panel, embedded in the floor of the control module, is a 5-foot-diameter pulsating crystal hemisphere with AC 10, 25 hit points, and immunity to poison and psychic damage. Destroying the crystal hemisphere shuts down Shockerstomper."
]
},
{
"name": "Lightning Turret",
"entries": [
"A character can try to plug the nozzle of a lightning turret with a 10-pound rock or similar object, doing so with a successful {@dc 15} Strength (Athletics) check. A plugged turret can't shoot lightning until a creature uses an action to try to clear the obstruction, which requires another successful {@dc 15} Strength ({@skill Athletics}) check. Shockerstomper has no ability to clear an obstruction itself."
"A character can try to plug the nozzle of a lightning turret with a 10-pound rock or similar object, doing so with a successful {@dc 15} Strength ({@skill Athletics}) check. A plugged turret can't shoot lightning until a creature uses an action to try to clear the obstruction, which requires another successful {@dc 15} Strength ({@skill Athletics}) check. Shockerstomper has no ability to clear an obstruction itself."
]
}
],
@@ -5517,7 +5517,7 @@
{
"name": "Keen Hearing",
"entries": [
"The werebat has advantage on Wisdom (Perception) checks that rely on hearing."
"The werebat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."
]
},
{
@@ -5529,7 +5529,7 @@
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
]
}
],

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View File

@@ -30,6 +30,7 @@
"HAT-TG": "fluff-bestiary-hat-tg.json",
"HftT": "fluff-bestiary-hftt.json",
"HotDQ": "fluff-bestiary-hotdq.json",
"HWCS": "fluff-bestiary-hwcs.json",
"IDRotF": "fluff-bestiary-idrotf.json",
"IMR": "fluff-bestiary-imr.json",
"JttRC": "fluff-bestiary-jttrc.json",

View File

@@ -33,6 +33,7 @@
"HftT": "bestiary-hftt.json",
"HoL": "bestiary-hol.json",
"HotDQ": "bestiary-hotdq.json",
"HWCS": "bestiary-hwcs.json",
"IDRotF": "bestiary-idrotf.json",
"IMR": "bestiary-imr.json",
"JttRC": "bestiary-jttrc.json",