{ "#makebrewCreatureTrait": "Shoutouts to CritterDB: https://github.com/haswellr/CritterDB/blob/master/server/public/data/creatureAbilities.json", "makebrewCreatureTrait": [ { "name": "Aberrant Ground", "entries": [ "The ground in a 10-foot radius around <$short_name$> is doughlike {@quickref difficult terrain||3}. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn." ] }, { "name": "Acid Absorption", "entries": [ "Whenever <$short_name$> is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt." ] }, { "name": "Adhesive", "entries": [ "<$title_short_name$> adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape DC 13). Ability checks made to escape this grapple have disadvantage." ] }, { "name": "Aggressive", "entries": [ "As a bonus action, <$short_name$> can move up to its speed toward a hostile creature that it can see." ] }, { "name": "Air Form", "entries": [ "<$title_short_name$> can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." ] }, { "name": "Angelic Weapons (Deva)", "entries": [ "<$title_short_name$>'s weapon attacks are magical. When <$short_name$> hits with any weapon, the weapon deals an extra {@dice 4d8} radiant damage." ] }, { "name": "Angelic Weapons (Planetar)", "entries": [ "<$title_short_name$>'s weapon attacks are magical. When <$short_name$> hits with any weapon, the weapon deals an extra {@dice 5d8} radiant damage." ] }, { "name": "Angelic Weapons (Solar)", "entries": [ "<$title_short_name$>'s weapon attacks are magical. When <$short_name$> hits with any weapon, the weapon deals an extra {@dice 6d8} radiant damage." ] }, { "name": "Antimagic Susceptibility", "entries": [ "<$title_short_name$> is {@condition incapacitated} while in the area of an {@i antimagic field}. If targeted by {@i dispel magic}, <$short_name$> must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute." ] }, { "name": "Ambusher", "entries": [ "<$title_short_name$> has advantage on attack rolls against any creature it has {@quickref Surprise|PHB|3|0|surprised}." ] }, { "name": "Amorphous", "entries": [ "<$title_short_name$> can move through a space as narrow as 1 inch wide without squeezing." ] }, { "name": "Amphibious", "entries": [ "<$title_short_name$> can breathe air and water." ] }, { "name": "Assassinate", "entries": [ "During its first turn, <$short_name$> has advantage on attack rolls against any creature that hasn't taken a turn. Any hit <$short_name$> scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." ] }, { "name": "Aversion of Fire", "entries": [ "If <$short_name$> takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." ] }, { "name": "Avoidance", "entries": [ "If <$short_name$> is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." ] }, { "name": "Barbed Hide (Barbed Devil)", "entries": [ "At the start of each of its turns, <$short_name$> deals 5 ({@dice 1d10}) piercing damage to any creature grappling it." ] }, { "name": "Beast of Burden", "entries": [ "<$title_short_name$> is considered to be a Large animal for the purpose of determining its carrying capacity." ] }, { "name": "Berserk (Clay Golem)", "entries": [ "Whenever <$short_name$> starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, <$short_name$> goes berserk. On each of its turns while berserk, <$short_name$> attacks the nearest creature it can see. If no creature is near enough to move to and attack, <$short_name$> attacks an object, with preference for an object smaller than itself. Once <$short_name$> goes berserk, it continues to do so until it is destroyed or regains all its hit points." ] }, { "name": "Berserk (Flesh Golem)", "entries": [ "Whenever <$short_name$> starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, <$short_name$> goes berserk. On each of its turns while berserk, <$short_name$> attacks the nearest creature it can see. If no creature is near enough to move to and attack, <$short_name$> attacks an object, with preference for an object smaller than itself. Once <$short_name$> goes berserk, it continues to do so until it is destroyed or regains all its hit points.", "<$title_short_name$>'s creator, if within 60 feet of the berserk <$short_name$>, can try to calm it by speaking firmly and persuasively. <$title_short_name$> 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, <$short_name$> ceases being berserk. If it takes damage while still at 40 hit points or fewer, <$short_name$> might go berserk again." ] }, { "name": "Blind Senses", "entries": [ "<$title_short_name$> can't use its blindsight while {@condition deafened} and unable to smell." ] }, { "name": "Blood Frenzy", "entries": [ "<$title_short_name$> has advantage on melee attack rolls against any creature that doesn't have all its hit points." ] }, { "name": "Bound", "entries": [ "<$title_short_name$> is magically bound to an amulet. As long as <$short_name$> and its amulet are on the same plane of existence, the amulet's wearer can telepathically call <$short_name$> to travel to it, and <$short_name$> knows the distance and direction to the amulet. If <$short_name$> is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to <$short_name$>." ] }, { "name": "Brave", "entries": [ "<$title_short_name$> has advantage on saving throws against being {@condition frightened}." ] }, { "name": "Brute", "entries": [ "A melee weapon deals one extra die of its damage when <$short_name$> hits with it." ] }, { "name": "Charge (Wereboar)", "entries": [ "If <$short_name$> moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@dice 2d6}) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Chameleon Skin", "entries": [ "<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made to hide." ] }, { "name": "Confer Fire Resistance", "entries": [ "<$title_short_name$> can grant resistance to fire damage to anyone riding it." ] }, { "name": "Consume Life (Will-o'-Wisp)", "entries": [ "As a bonus action, <$short_name$> can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, <$short_name$> regains 10 ({@dice 3d6}) hit points." ] }, { "name": "Corrode Metal", "entries": [ "Any nonmagical weapon made of metal that hits <$short_name$> corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal that hits <$short_name$> is destroyed after dealing damage.", "<$title_short_name$> can eat through 2-inch-thick, nonmagical metal in 1 round." ] }, { "name": "Corrosive Form", "entries": [ "A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 4 ({@dice 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits <$short_name$> corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits <$short_name$> is destroyed after dealing damage.", "<$title_short_name$> can eat through 2-inch-thick, nonmagical wood or metal in 1 round." ] }, { "name": "Damage Transfer (Cloaker)", "entries": [ "While attached to a creature, <$short_name$> takes only half the damage dealt to it (rounded down), and that creature takes the other half." ] }, { "name": "Damage Transfer (Rug of Smothering)", "entries": [ "While it is grappling a creature, <$short_name$> takes only half the damage dealt to it, and the creature {@condition grappled} by <$short_name$> takes the other half." ] }, { "name": "Dark Devotion", "entries": [ "<$title_short_name$> has advantage on saving throws against being {@condition charmed} or {@condition frightened}." ] }, { "name": "Death Burst (Dust Mephit)", "entries": [ "When <$short_name$> dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success." ] }, { "name": "Death Burst (Magma Mephit)", "entries": [ "When <$short_name$> dies, it explodes in a burst of lava. Each creature within 5 feet of it must then succeed on a DC 11 Dexterity saving throw, taking 7 ({@dice 2d6}) fire damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Death Burst (Magmin)", "entries": [ "When <$short_name$> dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 ({@dice 2d6}) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited." ] }, { "name": "Death Burst (Ice Mephit)", "entries": [ "When <$short_name$> dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw, taking 4 ({@dice 1d8}) slashing damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Death Burst (Steam Mephit)", "entries": [ "When <$short_name$> dies, it explodes in a cloud of steam. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw, taking 4 ({@dice 1d8}) fire damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Death Throes (Balor)", "entries": [ "When <$short_name$> dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 ({@dice 20d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys <$short_name$>'s weapons." ] }, { "name": "Devil's Sight", "entries": [ "Magical darkness doesn't impede <$short_name$>'s darkvision." ] }, { "name": "Dive Attack (Aarakocra)", "entries": [ "If <$short_name$> is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@dice 1d6}) damage to the target." ] }, { "name": "Divine Awareness", "entries": [ "<$title_short_name$> knows if it hears a lie." ] }, { "name": "Duergar Resilience", "entries": [ "<$title_short_name$> has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}." ] }, { "name": "Earth Glide", "entries": [ "<$title_short_name$> can burrow through nonmagical, unworked earth and stone. While doing so, <$short_name$> doesn't disturb the material it moves through." ] }, { "name": "Echolocation", "entries": [ "<$title_short_name$> can't use its blindsight while {@condition deafened}." ] }, { "name": "Elemental Demise (Djinni)", "entries": [ "If <$short_name$> dies, its body disintegrates into a warm breeze, leaving behind only equipment <$short_name$> was wearing or carrying." ] }, { "name": "Elemental Demise (Efreeti)", "entries": [ "If <$short_name$> dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment <$short_name$> was wearing or carrying." ] }, { "name": "Ephemeral", "entries": [ "<$title_short_name$> can't wear or carry anything." ] }, { "name": "Ethereal Jaunt", "entries": [ "As a bonus action, <$short_name$> can magically shift from the Material Plane to the Ethereal Plane, or vice versa." ] }, { "name": "Evasion", "entries": [ "If <$short_name$> is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, <$short_name$> instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." ] }, { "name": "Faultless Tracker", "entries": [ "<$title_short_name$> is given a quarry by its summoner. <$title_short_name$> knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. <$title_short_name$> also knows the location of its summoner." ] }, { "name": "False Appearance (Animated Armor)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal suit of armor." ] }, { "name": "False Appearance (Awakened Shrub)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal shrub." ] }, { "name": "False Appearance (Awakened Tree)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal tree." ] }, { "name": "False Appearance (Cloaker)", "entries": [ "While <$short_name$> remains motionless without it's underside exposed, it is indistinguishable from a dark leather cloak." ] }, { "name": "False Appearance (Darkmantle)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite." ] }, { "name": "False Appearance (Flying Sword)", "entries": [ "While <$short_name$> remains motionless and isn't flying, it is indistinguishable from a normal sword." ] }, { "name": "False Appearance (Gargoyle)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a inanimate statue." ] }, { "name": "False Appearance (Gray Ooze)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an oily pool or wet rock." ] }, { "name": "False Appearance (Ice Mephit)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an ordinary shard of ice." ] }, { "name": "False Appearance (Magma Mephit)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an ordinary mound of magma." ] }, { "name": "False Appearance (Mimic)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an ordinary object." ] }, { "name": "False Appearance (Roper)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite." ] }, { "name": "False Appearance (Rug of Smothering)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal rug." ] }, { "name": "False Appearance (Shrieker)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an ordinary fungus." ] }, { "name": "False Appearance (Treant)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from a normal tree." ] }, { "name": "False Appearance (Violet Fungus)", "entries": [ "While <$short_name$> remains motionless, it is indistinguishable from an ordinary fungus." ] }, { "name": "Fey Ancestry", "entries": [ "<$title_short_name$> has advantage on saving throws against being {@condition charmed}, and magic can't put <$short_name$> to sleep." ] }, { "name": "Fear Aura (Pit Fiend)", "entries": [ "Any creature hostile to <$short_name$> that starts its turn within 20 feet of <$short_name$> must make a DC 21 Wisdom saving throw, unless <$short_name$> is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to <$short_name$>'s Fear Aura for the next 24 hours." ] }, { "name": "Fiendish Blessing", "entries": [ "The AC of <$short_name$> includes its Charisma bonus." ] }, { "name": "Fire Absorption", "entries": [ "Whenever <$short_name$> is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt." ] }, { "name": "Fire Aura (Balor)", "entries": [ "At the start of each of <$short_name$>'s turns, each creature within 5 feet of it takes 10 ({@dice 3d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 10 ({@dice 3d6}) fire damage." ] }, { "name": "Fire Form (Fire Elemental)", "entries": [ "<$title_short_name$> can move through a space as narrow as 1 inch wide without squeezing. A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) fire damage. In addition, <$short_name$> can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@dice 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@dice 1d10}) fire damage at the start of each of its turns." ] }, { "name": "Flyby", "entries": [ "<$title_short_name$> doesn't provoke opportunity attacks when it flies out of an enemy's reach." ] }, { "name": "Freedom of Movement", "entries": [ "<$title_short_name$> ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." ] }, { "name": "Freeze", "entries": [ "If <$short_name$> takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn." ] }, { "name": "Gibbering (Gibbering Mouther)", "entries": [ "<$title_short_name$> babbles incoherently while it can see any creature and isn't {@condition incapacitated}. Each creature that starts its turn within 20 feet of <$short_name$> and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack." ] }, { "name": "Gnome Cunning", "entries": [ "<$title_short_name$> has advantage on Intelligence, Wisdom, and Charisma saving throws against magic." ] }, { "name": "Grappler", "entries": [ "<$title_short_name$> has advantage on attack rolls against any creature {@condition grappled} by it." ] }, { "name": "Grasping Tendrils (Roper)", "entries": [ "<$title_short_name$> can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it." ] }, { "name": "Heated Body (Azer)", "entries": [ "A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) fire damage." ] }, { "name": "Heated Body (Remorhaz)", "entries": [ "A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 10 ({@dice 3d6}) fire damage." ] }, { "name": "Heated Body (Salamander)", "entries": [ "A creature that touches <$short_name$> or hits it with a melee attack while within 5 feet of it takes 7 ({@dice 2d6}) fire damage." ] }, { "name": "Heated Weapons (Azer)", "entries": [ "Any metal melee weapon <$short_name$> wields deals an extra 3 ({@dice 1d6}) fire damage on a hit." ] }, { "name": "Heated Weapons (Salamander)", "entries": [ "Any metal melee weapon <$short_name$> wields deals an extra 3 ({@dice 1d6}) fire damage on a hit." ] }, { "name": "Hellish Rejuvenation (Lemure)", "entries": [ "A <$short_name$> that dies in the Nine Hells comes back to life with all its hit points in {@dice 1d10} days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water." ] }, { "name": "Hellish Weapons (Erinyes)", "entries": [ "<$title_short_name$>'s weapon attacks are magical and deal an extra 13 ({@dice 3d8}) poison damage on a hit." ] }, { "name": "Hold Breath (Crocodile)", "entries": [ "<$title_short_name$> can hold its breath for 15 minutes." ] }, { "name": "Hold Breath (Giant Crocodile)", "entries": [ "<$title_short_name$> can hold its breath for 30 minutes." ] }, { "name": "Hold Breath (Giant Octopus)", "entries": [ "While out of water, <$short_name$> can hold its breath for 1 hour." ] }, { "name": "Hold Breath (Hydra)", "entries": [ "<$title_short_name$> can hold its breath for 1 hour." ] }, { "name": "Hold Breath (Killer Whale)", "entries": [ "<$title_short_name$> can hold its breath for 30 minutes." ] }, { "name": "Hold Breath (Lizardfolk)", "entries": [ "<$title_short_name$> can hold its breath for 15 minutes." ] }, { "name": "Hold Breath (Octopus)", "entries": [ "While out of water, <$short_name$> can hold its breath for 30 minutes." ] }, { "name": "Hold Breath (Plesiosaurus)", "entries": [ "<$title_short_name$> can hold its breath for 1 hour." ] }, { "name": "Horrific Appearance (Sea Hag)", "entries": [ "Any humanoid that starts its turn within 30 feet of <$short_name$> and can see <$short_name$>'s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if <$short_name$> is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to <$short_name$>'s Horrific Appearance for the next 24 hours.", "Unless the target is {@quickref Surprise|PHB|3|0|surprised} or the revelation of <$short_name$>'s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against <$short_name$>." ] }, { "name": "Ice Walk", "entries": [ "<$title_short_name$> can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement." ] }, { "name": "Ignited Illumination (Magmin)", "entries": [ "As a bonus action, <$short_name$> can set itself ablaze or extinguish its flames. While ablaze, <$short_name$> sheds bright light in a 10-foot radius and dim light for an additional 10 feet." ] }, { "name": "Illumination (Azer)", "entries": [ "<$title_short_name$> sheds bright light in a 10-foot radius and dim light for an additional 10 feet." ] }, { "name": "Illumination (Fire Elemental)", "entries": [ "<$title_short_name$> sheds bright light in a 30-foot radius and dim light for an additional 30 feet." ] }, { "name": "Illumination (Giant Fire Beetle)", "entries": [ "<$title_short_name$> sheds bright light in a 10-foot radius and dim light for an additional 10 feet." ] }, { "name": "Illumination (Nightmare)", "entries": [ "<$title_short_name$> sheds bright light in a 10-foot radius and dim light for an additional 10 feet." ] }, { "name": "Immutable Form", "entries": [ "<$title_short_name$> is immune to any spell or effect that would alter its form." ] }, { "name": "Incorporeal Movement", "entries": [ "<$title_short_name$> can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object." ] }, { "name": "Inscrutable", "entries": [ "<$title_short_name$> 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 <$short_name$>'s intentions or sincerity have disadvantage." ] }, { "name": "Invisibility", "entries": [ "<$title_short_name$> is {@condition invisible}." ] }, { "name": "Iron Scent", "entries": [ "<$title_short_name$> can pinpoint, by scent, the location of ferrous metal within 30 feet of it." ] }, { "name": "Keen Hearing", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on hearing." ] }, { "name": "Keen Hearing and Smell", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." ] }, { "name": "Keen Hearing and Sight", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight." ] }, { "name": "Keen Senses", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on sight, hearing or smell." ] }, { "name": "Keen Sight", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on sight." ] }, { "name": "Keen Sight and Smell", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell." ] }, { "name": "Keen Smell", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks that rely on smell." ] }, { "name": "Labyrinthine Recall", "entries": [ "<$title_short_name$> can perfectly recall any path it has traveled." ] }, { "name": "Legendary Resistance (3/Day)", "entries": [ "If <$short_name$> fails a saving throw, it can choose to succeed instead." ] }, { "name": "Light Sensitivity", "entries": [ "While in bright light, <$short_name$> has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight." ] }, { "name": "Lightning Absorption", "entries": [ "Whenever <$short_name$> is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt." ] }, { "name": "Limited Telepathy (Otyugh)", "entries": [ "<$title_short_name$> can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond." ] }, { "name": "Limited Telepathy (Pseudodragon)", "entries": [ "<$title_short_name$> can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language." ] }, { "name": "Limited Amphibiousness (Sahuagin)", "entries": [ "<$title_short_name$> can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating." ] }, { "name": "Limited Magic Immunity (Rakshasha)", "entries": [ "<$title_short_name$> can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." ] }, { "name": "Magic Resistance", "entries": [ "<$title_short_name$> has advantage on saving throws against spells and other magical effects." ] }, { "name": "Magic Weapons", "entries": [ "<$title_short_name$>'s weapon attacks are magical." ] }, { "name": "Martial Advantage (Hobgoblin)", "entries": [ "Once per turn, <$short_name$> can deal an extra 7 ({@dice 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of <$short_name$> that isn't {@condition incapacitated}." ] }, { "name": "Mimicry (Green Hag)", "entries": [ "<$title_short_name$> 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." ] }, { "name": "Mimicry (Raven)", "entries": [ "<$title_short_name$> 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." ] }, { "name": "Misty Escape (Vampire)", "entries": [ "When it drops to 0 hit points outside its resting place, <$short_name$> transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.", "While it has 0 hit points in mist form, it can't revert to its <$short_name$> form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its <$short_name$> form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point." ] }, { "name": "Mucous Cloud (Aboleth)", "entries": [ "While underwater, <$short_name$> is surrounded by transformative mucus. A creature that touches <$short_name$> or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for {@dice 1d4} hours. The diseased creature can breathe only underwater." ] }, { "name": "Multiple Heads (Hydra)", "entries": [ "<$title_short_name$> has five heads. While it has more than one head, <$short_name$> has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.", "Whenever <$short_name$> takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, <$short_name$> dies.", "At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. <$title_short_name$> regains 10 hit points for each head regrown in this way." ] }, { "name": "Nimble Escape", "entries": [ "<$title_short_name$> can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns." ] }, { "name": "Ooze Cube (Gelatinous Cube)", "entries": [ "<$title_short_name$> takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to <$short_name$>'s Engulf and has disadvantage on the saving throw.", "Creatures inside <$short_name$> can be seen but have total cover.", "A creature within 5 feet of <$short_name$> can take an action to pull a creature or object out of <$short_name$>. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 ({@dice 3d6}) acid damage.", "<$title_short_name$> can hold only one Large creature or up to four Medium or smaller creatures inside it at a time." ] }, { "name": "Otherworldly Perception", "entries": [ "<$title_short_name$> can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving." ] }, { "name": "Pack Tactics", "entries": [ "<$title_short_name$> has advantage on an attack roll against a creature if at least one of <$short_name$>'s allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." ] }, { "name": "Petrifying Gaze (Basilisk)", "entries": [ "If a creature starts its turn within 30 feet of <$short_name$> and the two of them can see each other, <$short_name$> can force the creature to make a DC 12 Constitution saving throw if <$short_name$> isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the greater restoration spell or other magic.", "A creature that isn't {@quickref Surprise|PHB|3|0|surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see <$short_name$> until the start of its next turn, when it can avert its eyes again. If it looks at <$short_name$> in the meantime, it must immediately make the save.", "If <$short_name$> sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze." ] }, { "name": "Pounce (Lion)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one bite attack against it as a bonus action." ] }, { "name": "Pounce (Panther)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one bite attack against it as a bonus action." ] }, { "name": "Pounce (Saber-Toothed Tiger)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one bite attack against it as a bonus action." ] }, { "name": "Pounce (Tiger)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one bite attack against it as a bonus action." ] }, { "name": "Pounce (Weretiger)", "entries": [ "If <$short_name$> moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one bite attack against it as a bonus action." ] }, { "name": "Probing Telepathy (Aboleth)", "entries": [ "If a creature communicates telepathically with <$short_name$>, <$short_name$> learns the creature's greatest desires if <$short_name$> can see the creature." ] }, { "name": "Psychic Defense", "entries": [ "While <$short_name$> is wearing no armor and wielding no shield, its AC includes its Wisdom modifier." ] }, { "name": "Rampage", "entries": [ "When <$short_name$> reduces a creature to 0 hit points with a melee attack on its turn, <$short_name$> can take a bonus action to move up to half its speed and make another attack." ] }, { "name": "Reactive", "entries": [ "<$title_short_name$> can take one reaction on every turn in combat." ] }, { "name": "Reactive Heads (Hydra)", "entries": [ "For each head <$short_name$> has beyond one, it gets an extra reaction that can be used only for opportunity attacks." ] }, { "name": "Reckless", "entries": [ "At the start of its turn, <$short_name$> can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn." ] }, { "name": "Reflective Carapace (Tarrasque)", "entries": [ "Any time <$short_name$> is targeted by a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, roll a {@dice d6}. On a 1 to 5, <$short_name$> is unaffected. On a 6, <$short_name$> is unaffected, and the effect is reflected back at the caster as though it originated from <$short_name$>, turning the caster into the target." ] }, { "name": "Regeneration (Oni)", "entries": [ "<$title_short_name$> regains 10 hit points at the start of its turn if it has at least 1 hit point." ] }, { "name": "Regeneration (Shield Guardian)", "entries": [ "<$title_short_name$> regains 10 hit points at the start of its turn if it has at least 1 hit point." ] }, { "name": "Regeneration (Troll)", "entries": [ "<$title_short_name$> regains 10 hit points at the start of its turn. If <$short_name$> takes acid or fire damage, this trait doesn't function at the start of <$short_name$>'s next turn. <$title_short_name$> dies only if it starts its turn with 0 hit points and doesn't regenerate." ] }, { "name": "Regeneration (Vampire)", "entries": [ "<$title_short_name$> regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If <$short_name$> takes radiant damage or damage from holy water, this trait doesn't function at the start of <$short_name$>'s next turn." ] }, { "name": "Regeneration (Vampire Spawn)", "entries": [ "<$title_short_name$> regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If <$short_name$> takes radiant damage or damage from holy water, this trait doesn't function at the start of <$short_name$>'s next turn." ] }, { "name": "Rejuvenation (Guardian Naga)", "entries": [ "If it dies, <$short_name$> returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning." ] }, { "name": "Rejuvenation (Lich)", "entries": [ "If it has a phylactery, a destroyed <$short_name$> gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery." ] }, { "name": "Rejuvenation (Mummy Lord)", "entries": [ "A destroyed <$short_name$> gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of <$short_name$>'s heart." ] }, { "name": "Rejuvenation (Spirit Naga)", "entries": [ "If it dies, <$short_name$> returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning." ] }, { "name": "Relentless (Boar)", "entries": [ "If <$short_name$> takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." ] }, { "name": "Relentless (Giant Boar)", "entries": [ "If <$short_name$> takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." ] }, { "name": "Relentless (Wereboar)", "entries": [ "If <$short_name$> takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." ] }, { "name": "Running Leap (Lion)", "entries": [ "With a 10-foot running start, <$short_name$> can long jump up to 25 feet." ] }, { "name": "Rust Metal", "entries": [ "Any nonmagical weapon made of metal that hits <$short_name$> corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal that hits <$short_name$> is destroyed after dealing damage." ] }, { "name": "Sense Magic (Chuul)", "entries": [ "<$title_short_name$> senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical" ] }, { "name": "Shielded Mind", "entries": [ "<$title_short_name$> is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." ] }, { "name": "Siege Monster", "entries": [ "<$title_short_name$> deals double damage to objects and structures." ] }, { "name": "Shadow Stealth", "entries": [ "While in dim light or darkness, <$short_name$> can take the {@action Hide} action as a bonus action." ] }, { "name": "Shapechanger (Doppelganger)", "entries": [ "<$title_short_name$> can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Imp)", "entries": [ "<$title_short_name$> can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Mimic)", "entries": [ "<$title_short_name$> can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Quasit)", "entries": [ "<$title_short_name$> can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Succubus/Incubus)", "entries": [ "<$title_short_name$> can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, <$short_name$> loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Vampire)", "entries": [ "If <$short_name$> isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, <$short_name$> can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, <$short_name$> can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight." ] }, { "name": "Shapechanger (Werebear)", "entries": [ "<$title_short_name$> can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Wereboar)", "entries": [ "<$title_short_name$> can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Wererat)", "entries": [ "<$title_short_name$> can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Weretiger)", "entries": [ "<$title_short_name$> can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shapechanger (Werewolf)", "entries": [ "<$title_short_name$> can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." ] }, { "name": "Shark Telepathy", "entries": [ "<$title_short_name$> can magically command any shark within 120 feet of it, using a limited telepathy." ] }, { "name": "Slippery", "entries": [ "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple." ] }, { "name": "Sneak Attack (Assassin)", "entries": [ "Once per turn, <$short_name$> deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of <$short_name$> that isn't {@condition incapacitated} and <$short_name$> doesn't have disadvantage on the attack roll." ] }, { "name": "Sneak Attack (Spy)", "entries": [ "<$title_short_name$> deals an extra 7 ({@dice 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of <$short_name$> that isn't {@condition incapacitated} and <$short_name$> doesn't have disadvantage on the attack roll." ] }, { "name": "Spell Storing (Shield Guardian)", "entries": [ "A spellcaster who wears <$short_name$>'s amulet can cause <$short_name$> to store one spell of 4th level or lower. To do so, the wearer must cast the spell on <$short_name$>. The spell has no effect but is stored within <$short_name$>. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, <$short_name$> casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost." ] }, { "name": "Snow Camouflage", "entries": [ "<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain." ] }, { "name": "Speak with Beasts and Plants", "entries": [ "<$title_short_name$> can communicate with beasts and plants as if they shared a language." ] }, { "name": "Spider Climb", "entries": [ "<$title_short_name$> can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." ] }, { "name": "Standing Leap (Bulette)", "entries": [ "<$title_short_name$>'s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." ] }, { "name": "Standing Leap (Frog)", "entries": [ "<$title_short_name$>'s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start." ] }, { "name": "Standing Leap (Giant Frog)", "entries": [ "<$title_short_name$>'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." ] }, { "name": "Standing Leap (Giant Toad)", "entries": [ "<$title_short_name$>'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." ] }, { "name": "Steadfast", "entries": [ "<$title_short_name$> can't be {@condition frightened} while it can see an allied creature within 30 feet of it." ] }, { "name": "Stench (Hezrou)", "entries": [ "Any creature that starts its turn within 10 feet of <$short_name$> must succeed on a DC 14 Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to <$short_name$>'s stench for 24 hours." ] }, { "name": "Surprise Attack (Bugbear)", "entries": [ "If <$short_name$> surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack." ] }, { "name": "Surprise Attack (Doppelganger)", "entries": [ "If <$short_name$> surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@dice 3d6}) damage from the attack." ] }, { "name": "Sure-Footed", "entries": [ "<$title_short_name$> has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}." ] }, { "name": "Stone Camouflage", "entries": [ "<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain." ] }, { "name": "Sunlight Sensitivity", "entries": [ "While in sunlight, <$short_name$> has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." ] }, { "name": "Sunlight Weakness", "entries": [ "While in sunlight, <$short_name$> has disadvantage on attack rolls, ability checks, and saving throws." ] }, { "name": "Sure Footed", "entries": [ "<$title_short_name$> has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}." ] }, { "name": "Swamp Camouflage", "entries": [ "<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain." ] }, { "name": "Swarm (Swarm of Bats)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Swarm (Swarm of Bats)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Swarm (Swarm of Poisonous Snakes)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Swarm (Swarm of Quippers)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Swarm (Swarm of Rats)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Swarm (Swarm of Ravens)", "entries": [ "<$title_short_name$> can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points." ] }, { "name": "Tactical Discipline", "entries": [ "<$title_short_name$> has advantage on all ability checks and saving throws made during combat." ] }, { "name": "Tail Spike Regrowth (Manticore)", "entries": [ "<$title_short_name$> has twenty-four tail spikes. Used spikes regrow when <$short_name$> finishes a long rest." ] }, { "name": "Telepathic Bond (Homunculus)", "entries": [ "While <$short_name$> is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communcate telepathically." ] }, { "name": "Telepathic Bond (Succubus/Incubus)", "entries": [ "<$title_short_name$> ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence." ] }, { "name": "Trampling Charge (Gorgon)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one attack with its hooves against it as a bonus action." ] }, { "name": "Trampling Charge (Elephant)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one stomp attack against it as a bonus action." ] }, { "name": "Trampling Charge (Mammoth)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one stomp attack against it as a bonus action." ] }, { "name": "Trampling Charge (Triceratops)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make one stomp attack against it as a bonus action." ] }, { "name": "Trampling Charge (Warhorse)", "entries": [ "If <$short_name$> moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, <$short_name$> can make another attack with its hooves against it as a bonus action." ] }, { "name": "Transparent (Gelatinous Cube)", "entries": [ "Even when <$short_name$> is in plain sight, it takes a successful DC 15 Wisdom ({@skill Perception}) check to spot a <$short_name$> that has neither moved nor attacked. A creature that tries to enter <$short_name$>'s space while unaware of <$short_name$> is {@quickref Surprise|PHB|3|0|surprised} by <$short_name$>." ] }, { "name": "Treasure Sense", "entries": [ "<$title_short_name$> can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it." ] }, { "name": "Tree Stride", "entries": [ "Once on their turn, <$short_name$> can use 10 feet of movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." ] }, { "name": "Tunneler (Purple Worm)", "entries": [ "<$title_short_name$> can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake." ] }, { "name": "Turning Defiance (Ghast)", "entries": [ "<$title_short_name$> and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." ] }, { "name": "Turn Resistance", "entries": [ "<$title_short_name$> has advantage on saving throws against any effect that turns undead." ] }, { "name": "Turn Immunity", "entries": [ "<$title_short_name$> is immune to effects that turn undead." ] }, { "name": "Two Heads", "entries": [ "<$title_short_name$> has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}." ] }, { "name": "Undead Fortitude", "entries": [ "If damage reduces <$short_name$> to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, <$short_name$> drops to 1 hit point instead." ] }, { "name": "Underwater Camouflage", "entries": [ "<$title_short_name$> has advantage on Dexterity ({@skill Stealth}) checks made while underwater." ] }, { "name": "Vampire Weakness (Vampire)", "entries": [ "<$title_short_name$> has the following flaws:", "{@i Forbiddance}. <$title_short_name$> can't enter a residence without an invitation from one of the occupants.", "{@i Harmed by Running Water}. <$title_short_name$> takes 20 acid damage if it ends its turn in running water.", "{@i Stake to the Heart}. If a piercing weapon made of wood is driven into <$short_name$>'s heart while <$short_name$> is {@condition incapacitated} in its resting place, <$short_name$> is {@condition paralyzed} until the stake is removed.", "{@i Sunlight Hypersensitivity}. <$title_short_name$> takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." ] }, { "name": "Variable Illumination (Will-o'-Wisp)", "entries": [ "<$title_short_name$> sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. <$title_short_name$> can alter the radius as a bonus action." ] }, { "name": "Wakeful (Ettin)", "entries": [ "When one of <$short_name$>'s heads is asleep, another head is awake." ] }, { "name": "Wakeful (Hydra)", "entries": [ "While <$short_name$> sleeps, at least one of its heads is awake." ] }, { "name": "Water Breathing", "entries": [ "<$title_short_name$> can breathe only underwater." ] }, { "name": "Water Form (Water Elemental)", "entries": [ "<$title_short_name$> can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." ] }, { "name": "Water Susceptibility (Fire Elemental)", "entries": [ "For every 5 feet <$short_name$> moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." ] }, { "name": "Web Sense", "entries": [ "While in contact with a web, <$short_name$> knows the exact location of any other creature in contact with the same web." ] }, { "name": "Web Walker", "entries": [ "<$title_short_name$> ignores movement restrictions caused by webbing." ] } ], "makebrewCreatureAction": [ { "name": "Acid Spray (Ankheg)", "entries": [ "<$title_short_name$> spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a DC <$dc__dex$> Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Animate Chains (Chain Devil)", "entries": [ "Up to four chains <$short_name$> can see within 60 feet of it magically sprout razor-edged barbs and animate under <$short_name$>'s control, provided that the chains aren't being worn or carried.", "Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When <$short_name$> uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if <$short_name$> is {@condition incapacitated} or dies." ] }, { "name": "Beard (Bearded Devil)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__5+str$> ({@damage 1d8<$damage_mod__str$>}) piercing damage, and the target must succeed on a DC <$dc__con$> Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { "name": "Bite (Cloaker)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__6+str$> ({@damage 2d6<$damage_mod__str$>}) piercing damage, and if the target is Large or smaller, <$short_name$> attaches to it. If <$short_name$> has advantage against the target, <$short_name$> attaches to the target's head, and the target is {@condition blinded} and unable to breathe while <$short_name$> is attached. While attached, <$short_name$> can make this attack only against the target and has advantage on the attack roll. <$title_short_name$> can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach <$short_name$> by succeeding on a DC <$dc__str$> check." ] }, { "name": "Bite (Cockatrice)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__2.5+str$> ({@damage 1d4<$damage_mod__str$>}) piercing damage, and the target must succeed on a DC <$dc__con$> saving throw against being magically {@condition petrified}. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours." ] }, { "name": "Bite (Death Dog)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__3+str$> ({@damage 1d6<$damage_mod__str$>}) piercing damage. If the target is a creature, it must succeed on a DC <$dc__con$> saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0." ] }, { "name": "Bite (Kraken)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__12+str$> ({@damage 3d8<$damage_mod__str$>}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by <$short_name$>, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside <$short_name$>, and it takes 42 ({@damage 12d6}) acid damage at the start of each of <$short_name$>'s turns. If <$short_name$> takes 50 damage or more on a single turn from a creature inside it, <$short_name$> must succeed on a DC <$dc__con$> saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of <$short_name$>. If <$short_name$> dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}." ] }, { "name": "Blinding Breath (Dust Mephit)", "entries": [ "<$title_short_name$> exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC <$dc__dex$> Dexterity saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { "name": "Chain (Chain Devil)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 10 ft., one target. {@h}<$damage_avg__7+str$> ({@damage 2d6<$damage_mod__str$>}) slashing damage. The target is {@condition grappled} (escape DC <$dc__str$>) if <$short_name$> isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns." ] }, { "name": "Change Shape (Couatl)", "entries": [ "<$title_short_name$> magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (<$short_name$>'s choice).", "In a new form, <$short_name$> retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, <$short_name$> can use its bite in that form." ] }, { "name": "Change Shape (Oni)", "entries": [ "<$title_short_name$> magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If <$short_name$> dies, it reverts to its true form, and its glaive reverts to its normal size." ] }, { "name": "Charm (Succubus/Incubus)", "entries": [ "One humanoid <$short_name$> can see within 30 feet of it must succeed on a DC <$dc__wis$> Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys <$short_name$>'s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this <$short_name$>'s Charm for the next 24 hours.", "<$title_short_name$> can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends." ] }, { "name": "Claw (Rakshasa)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__7+str$> ({@damage 2d6<$damage_mod__str$>}) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic." ] }, { "name": "Constrict (Behir)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10<$damage_mod__str$>}) bludgeoning damage plus 17 ({@damage 2d10<$damage_mod__str$>}) slashing damage. The target is {@condition grappled} (escape DC <$dc__str$>) if <$short_name$> isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends." ] }, { "name": "Constrict (Constrictor Snake)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__4+str$> ({@damage 1d8<$damage_mod__str$>}) bludgeoning damage, and the target is {@condition grappled} (escape DC <$dc__str$>). Until this grapple ends, the creature is {@condition restrained}, and <$short_name$> can't constrict another target." ] }, { "name": "Create Specter (Wraith)", "entries": [ "<$title_short_name$> targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under <$short_name$>'s control. <$title_short_name$> can have no more than seven specters under its control at one time." ] }, { "name": "Create Whirlwind (Djinni)", "entries": [ "A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point <$short_name$> can see within 120 feet of it. The whirlwind lasts as long as <$short_name$> maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). Any creature but <$short_name$> that enters the whirlwind must succeed on a DC <$dc__str$> saving throw or be {@condition restrained} by it. <$title_short_name$> can move the whirlwind up to 60 feet as an action, and creatures {@condition restrained} by the whirlwind move with it. The whirlwind ends if <$short_name$> loses sight of it.", "A creature can use its action to free a creature {@condition restrained} by the whirlwind, including itself, by succeeding on a DC <$dc__str$> Strength check. If the check succeeds, the creature is no longer {@condition restrained} and moves to the nearest space outside the whirlwind." ] }, { "name": "Crush (Darkmantle)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__3+str$> ({@damage 1d6<$damage_mod__str$>}) bludgeoning damage, and <$short_name$> attaches to the target. If the target is Medium or smaller and <$short_name$> has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also {@condition blinded} and unable to breathe while <$short_name$> is attached in this way.", "While attached to the target, <$short_name$> can attack no other creature except the target but has advantage on its attack rolls. <$title_short_name$>'s speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.", "A creature can detach <$short_name$> by making a successful DC <$dc__str$> Strength check as an action. On its turn, <$short_name$> can detach itself from the target by using 5 feet of movement." ] }, { "name": "Darkness Aura (Darkmantle)", "entries": [ "A 15-foot radius of magical darkness extends out from <$short_name$>, moves with it, and spreads around corners. The darkness lasts as long as <$short_name$> maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled." ] }, { "name": "Deadly Leap (Bulette)", "entries": [ "If <$short_name$> jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC <$dc__str$> or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6<$damage_mod__str$>}) bludgeoning damage plus 14 ({@damage 3d6<$damage_mod__str$>}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of <$short_name$>'s space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in <$short_name$>'s space." ] }, { "name": "Death Glare (Sea Hag)", "entries": [ "<$title_short_name$> targets one {@condition frightened} creature she can see within 30 feet of it. If the target can see <$short_name$>, it must succeed on a DC <$dc__wis$> Wisdom saving throw against this magic or drop to 0 hit points." ] }, { "name": "Disrupt Life (Lich)", "entries": [ "Each non-undead creature within 20 feet of <$short_name$> must make a DC <$dc__con$> Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Draining Kiss (Succubus/Incubus)", "entries": [ "<$title_short_name$> kisses a creature {@condition charmed} by it or a willing creature. The target must make a DC <$dc__con$> Constitution saving throw against this magic, taking 32 ({@damage 5d10<$damage_mod__str$>}) psychic damage on a failed save, or half as much damage on a successful one. The target's 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." ] }, { "name": "Dreadful Glare (Mummy Lord)", "entries": [ "<$title_short_name$> targets one creature it can see within 60 feet of it. If the target can see <$short_name$>, it must succeed on a DC <$dc__wis$> Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and <$short_name$>s for the next 24 hours." ] }, { "name": "Engulf (Gelatinous Cube)", "entries": [ "<$title_short_name$> moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever <$short_name$> enters a creature's space, the creature must make a DC <$dc__dex$> Dexterity saving throw.", "On a successful save, the creature can choose to be pushed 5 feet back or to the side of <$short_name$>. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.", "On a failed save, <$short_name$> enters the creature's space, and the creature takes 10 ({@damage 3d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and takes 21 ({@damage 6d6}) acid damage at the start of each of <$short_name$>'s turns. When <$short_name$> moves, the engulfed creature moves with it.", "An engulfed creature can try to escape by taking an action to make a DC <$dc__str$> Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of <$short_name$>." ] }, { "name": "Engulf (Shambling Mound)", "entries": [ "<$title_short_name$> engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a DC <$dc__con$> saving throw at the start of each of <$short_name$>'s turns or take 13 ({@damage 2d8<$damage_mod__str$>}) bludgeoning damage. If <$short_name$> moves, the engulfed target moves with it. <$title_short_name$> can have only one creature engulfed at a time." ] }, { "name": "Enlarge (Duergar)", "entries": [ "For 1 minute, <$short_name$> magically increases in size, along with anything it is wearing or carrying. While enlarged, <$short_name$> is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If <$short_name$> lacks the room to become Large, it attains the maximum size possible in the space available." ] }, { "name": "Enslave (Aboleth)", "entries": [ "<$title_short_name$> targets one creature it can see within 30 feet of it. The target must succeed on a DC <$dc__wis$> Wisdom saving throw or be magically {@condition charmed} by <$short_name$> until <$short_name$> dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under <$short_name$>'s control and can't take reactions, and <$short_name$> and the target can communicate telepathically with each other over any distance.", "Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from <$short_name$>." ] }, { "name": "Etherealness (Ghost)", "entries": [ "<$title_short_name$> enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." ] }, { "name": "Etherealness (Succubus/Incubus)", "entries": [ "<$title_short_name$> enters the Ethereal Plane from the Material Plane, or vice versa." ] }, { "name": "Ethereal Stride (Nightmare)", "entries": [ "<$title_short_name$> and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa." ] }, { "name": "Fetid Cloud (Dretch)", "entries": [ "A 10-foot radius of disgusting green gas extends out from <$short_name$>. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC <$dc__con$> saving throw or be {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions." ] }, { "name": "Fey Charm (Dryad)", "entries": [ "<$title_short_name$> targets one humanoid or beast that she can see within 30 feet of her. If the target can see <$short_name$>, it must succeed on a DC <$dc__wis$> Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards <$short_name$> as a trusted friend to be heeded and protected. Although the target isn't under <$short_name$>'s control, it takes <$short_name$>'s requests or actions in the most favorable way it can.", "Each time <$short_name$> or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until <$short_name$> dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to <$short_name$>'s Fey Charm for the next 24 hours.", "<$title_short_name$> can have no more than one humanoid and up to three beasts {@condition charmed} at a time." ] }, { "name": "Fling (Kraken)", "entries": [ "One Large or smaller object held or creature {@condition grappled} by <$short_name$> is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC <$dc__dex$> saving throw or take the same damage and be knocked {@condition prone}." ] }, { "name": "Flying Sword (Solar)", "entries": [ "<$title_short_name$> releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If <$short_name$> can see the sword, <$short_name$> can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to <$short_name$>'s hands. If the hovering sword is targeted by any effect, <$short_name$> is considered to be holding it. The hovering sword falls if <$short_name$> dies." ] }, { "name": "Frightening Gaze (Lich)", "entries": [ "<$title_short_name$> fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC <$dc__wis$> Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to <$short_name$>'s gaze for the next 24 hours." ] }, { "name": "Frightful Presence (Dragon)", "entries": [ "Each creature of <$short_name$>'s choice that is within 120 feet of <$short_name$> and aware of it must succeed on a DC <$dc__wis$> Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to <$short_name$>'s Frightful Presence for the next 24 hours." ] }, { "name": "Frightful Presence (Tarrasque)", "entries": [ "Each creature of <$short_name$>'s choice within 120 feet of it and aware of it must succeed on a DC <$dc__wis$> Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if <$short_name$> is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to <$short_name$>'s Frightful Presence for the next 24 hours." ] }, { "name": "Glaive (Bearded Devil)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 10 ft., one target. {@h}<$damage_avg__5+str$> ({@damage 1d10<$damage_mod__str$>}) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC <$dc__con$> saving throw or lose 5 ({@dice 1d10}) hit points at the start of each of its turns due to an infernal wound. Each time <$short_name$> 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 <$dc_wis$> (Medicine) check. The wound also closes if the target receives magical healing." ] }, { "name": "Harpoon (Merrow)", "entries": [ "{@atk mw,rw} {@hit <$to_hit__str$>} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}<$damage_avg__7+str$> ({@damage 2d6<$damage_mod__str$>}) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against <$short_name$> or be pulled up to 20 feet toward <$short_name$>." ] }, { "name": "Haste (Clay Golem)", "entries": [ "Until the end of its next turn, <$short_name$> magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action." ] }, { "name": "Heart Sight (Sprite)", "entries": [ "<$title_short_name$> touches a creature and magically knows the creature's current emotional state. If the target fails a DC <$dc__cha$> Charisma saving throw, <$short_name$> also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw." ] }, { "name": "Horrifying Visage (Ghost)", "entries": [ "Each non-undead creature within 60 feet of <$short_name$> that can see it must succeed on a DC <$dc__wis$> Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this <$short_name$>'s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring." ] }, { "name": "Horror Nimbus (Nalfeshnee)", "entries": [ "<$title_short_name$> magically emits scintillating, multicolored light. Each creature within 15 feet of <$short_name$> that can see the light must succeed on a DC <$dc__wis$> Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to <$short_name$>'s Horror Nimbus for the next 24 hours." ] }, { "name": "Hurl Flame (Barbed Devil)", "entries": [ "{@atk rs} {@hit <$to_hit__dex$>} to hit, range 150 ft., one target. {@h}10 ({@damage 3d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire." ] }, { "name": "Illusory Appearance (Sea Hag)", "entries": [ "<$title_short_name$> covers itself and anything she is wearing or carrying with a magical illusion that makes it look like an ugly creature of it general size and humanoid shape. The effect ends if <$short_name$> takes a bonus action to end it or if it dies.", "The changes wrought by this effect fail to hold up to physical inspection. For example, <$short_name$> could appear to have no claws, but someone touching it hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC <$dc__int$> (Investigation) check to discern that <$short_name$> is disguised." ] }, { "name": "Intoxicating Touch (Lamia)", "entries": [ "{@atk ms} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks." ] }, { "name": "Invisibility (Duergar)", "entries": [ "<$title_short_name$> magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment <$short_name$> wears or carries is {@condition invisible} with it." ] }, { "name": "Invisibility (Quasit)", "entries": [ "<$title_short_name$> magically turns {@condition invisible} until it attacks or uses Scare, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment <$short_name$> wears or carries is {@condition invisible} with it." ] }, { "name": "Invisibility (Sprite)", "entries": [ "<$title_short_name$> magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment <$short_name$> wears or carries is {@condition invisible} with it." ] }, { "name": "Leadership (Knight)", "entries": [ "For 1 minute, <$short_name$> can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand <$short_name$>. A creature can benefit from only one Leadership die at a time. This effect ends if <$short_name$> is {@condition incapacitated}." ] }, { "name": "Life Drain (Wight)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__3+str$> ({@damage 1d6<$damage_mod__str$>}) necrotic damage. The target must succeed on a DC <$dc__con$> 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 <$short_name$>'s control, unless the humanoid is restored to life or its body is destroyed. <$title_short_name$> can have no more than twelve zombies under its control at one time." ] }, { "name": "Life Drain (Wraith)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__16+str$> ({@damage 4d8<$damage_mod__str$>}) necrotic damage. The target must succeed on a DC <$dc__con$> 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." ] }, { "name": "Lightning Breath (Behir)", "entries": [ "<$title_short_name$> exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC <$dc__dex$> Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Lightning Storm (Kraken)", "entries": [ "<$title_short_name$> magically creates three bolts of lightning, each of which can strike a target <$short_name$> can see within 120 feet of it. A target must make a DC <$dc__dex$> Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Lightning Strike (Storm Giant)", "entries": [ "<$title_short_name$> hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC <$dc__dex$> Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one." ] }, { "name": "Moan (Cloaker)", "entries": [ "Each creature within 60 feet of <$short_name$> that can hear its moan and that isn't an aberration must succeed on a DC <$dc__wis$> Wisdom saving throw or become {@condition frightened} until the end of <$short_name$>'s next turn. If a creature's saving throw is successful, the creature is immune to <$short_name$>'s moan for the next 24 hours." ] }, { "name": "Nightmare Haunting (Night Hag)", "entries": [ "While on the Ethereal Plane, <$short_name$> magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in <$short_name$>'s soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic." ] }, { "name": "Paralyzing Touch (Lich)", "entries": [ "{@atk ms} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a DC <$dc__con$> saving throw or be {@condition paralyzed} 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." ] }, { "name": "Phantasms (Cloaker)", "entries": [ "<$title_short_name$> magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which <$short_name$> is the real one. If <$short_name$> is ever in an area of bright light, the duplicates disappear.", "Whenever any creature targets <$short_name$> with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets <$short_name$> or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.", "A duplicate has <$short_name$>'s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears." ] }, { "name": "Possession (Ghost)", "entries": [ "One humanoid that <$short_name$> can see within 5 feet of it must succeed on a DC <$dc__cha$> Charisma saving throw or be possessed by <$short_name$>; <$short_name$> then disappears, and the target is {@condition incapacitated} and loses control of its body. <$title_short_name$> now controls the body but doesn't deprive the target of awareness. <$title_short_name$> can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.", "The possession lasts until the body drops to 0 hit points, <$short_name$> ends it as a bonus action, or <$short_name$> is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, <$short_name$> reappears in an unoccupied space within 5 feet of the body. The target is immune to this <$short_name$>'s Possession for 24 hours after succeeding on the saving throw or after the possession ends." ] }, { "name": "Pseudopod (Gray Ooze)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__3+str$> ({@damage 1d6<$damage_mod__str$>}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative \u22121 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10." ] }, { "name": "Read Thoughts (Doppelganger)", "entries": [ "<$title_short_name$> magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, <$short_name$> can continue reading its thoughts, as long as <$short_name$>'s {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, <$short_name$> has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target." ] }, { "name": "Reaping Scythe", "entries": [ "<$title_short_name$> sweeps its spectral scythe through a creature within 5 feet of it, dealing <$damage_avg__4+str$> ({@damage 1d8<$damage_mod__str$>}) slashing damage plus 4 ({@damage 1d8}) necrotic damage." ] }, { "name": "Reel (Roper)", "entries": [ "<$title_short_name$> pulls each creature {@condition grappled} by it up to 25 feet straight toward it." ] }, { "name": "Rotting Fist (Mummy Lord)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__12+str$> ({@damage 3d6<$damage_mod__str$>}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a DC <$dc__con$> saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." ] }, { "name": "Scare (Quasit)", "entries": [ "One creature of <$short_name$>'s choice within 20 feet of it must succeed on a DC <$dc__wis$> Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if <$short_name$> is within line of sight, ending the effect on itself on a success." ] }, { "name": "Slam (Clay Golem)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__10+str$> ({@damage 2d10<$damage_mod__str$>}) bludgeoning damage. If the target is a creature, it must succeed on a DC <$dc__con$> saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic." ] }, { "name": "Slaying Longbow (Solar)", "entries": [ "{@atk rw} {@hit <$to_hit__dex$>} to hit, range 150/600 ft., one target. {@h}<$damage_avg__9+dex$> ({@damage 2d8<$damage_mod__dex$>}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC <$dc__con$> saving throw or die." ] }, { "name": "Slow (Stone Golem)", "entries": [ "<$title_short_name$> targets one or more creatures it can see within 10 feet of it. Each target must make a DC <$dc__wis$> Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { "name": "Smother (Smothering Rug)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one Medium or smaller creature. {@h}The creature is {@condition grappled} DC <$dc__str$>). Until this grapple ends, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating, and <$short_name$> can't smother another target. In addition, at the start of each of the target's turns, the target takes <$damage_avg__6+str$> ({@damage 2d6<$damage_mod__str$>}) bludgeoning damage." ] }, { "name": "Spores (Vrock)", "entries": [ "A 15-foot-radius cloud of toxic spores extends out from <$short_name$>. The spores spread around corners. Each creature in that area must succeed on a DC <$dc__con$> Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it." ] }, { "name": "Steam Breath (Dragon Turtle)", "entries": [ "<$title_short_name$> exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC <$dc__con$> Constitution saving throw, taking 52 ({@damage 15d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage." ] }, { "name": "Sting (Bone Devil)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 10 ft., one target. {@h}<$damage_avg__9+str$> ({@damage 2d8<$damage_mod__str$>}) piercing damage plus 17 ({@damage 5d6}) poison damage, and the target must succeed on a DC <$dc__con$> saving throw or become {@condition poisoned} 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." ] }, { "name": "Strength Drain (Shadow)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one creature. {@h}<$damage_avg__7+str$> ({@damage 2d6<$damage_mod__str$>}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.", "If a non-evil humanoid dies from this attack, a new shadow rises from the corpse {@dice 1d4} hours later." ] }, { "name": "Stunning Screech (Vrock)", "entries": [ "<$title_short_name$> emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC <$dc__con$> Constitution Constitution saving throw or be {@condition stunned} until the end of <$short_name$>'s next turn." ] }, { "name": "Swallow (Behir)", "entries": [ "<$title_short_name$> makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside <$short_name$>, and it takes 21 ({@damage 6d6}) acid damage at the start of each of <$short_name$>'s turns. A <$short_name$> can have only one creature swallowed at a time.", "If <$short_name$> takes 30 damage or more on a single turn from the swallowed creature, <$short_name$> must succeed on a DC <$dc__con$> Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of <$short_name$>. If <$short_name$> dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}." ] }, { "name": "Tail (Marilith)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 10 ft., one creature. {@h}<$damage_avg__11+str$> ({@damage 2d10<$damage_mod__str$>}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape DC <$dc__str$>). Until this grapple ends, the target is {@condition restrained}, <$short_name$> can automatically hit the target with its tail, and <$short_name$> can't make tail attacks against other targets." ] }, { "name": "Teleport (Balor)", "entries": [ "<$title_short_name$> magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." ] }, { "name": "Teleport (Blink Dog)", "entries": [ "<$title_short_name$> magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, <$short_name$> can make one bite attack." ] }, { "name": "Tendril (Roper)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape DC <$dc__str$>). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and <$short_name$> can't use the same tendril on another target." ] }, { "name": "Tentacle (Aboleth)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 10 ft., one target. {@h}<$damage_avg__7+str$> ({@damage 2d6<$damage_mod__str$>}) bludgeoning damage. If the target is a creature, it must succeed on a DC <$dc__con$> Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ({@damage 1d12}) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed." ] }, { "name": "Tentacle (Kraken)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 30 ft., one target. {@h}<$damage_avg__9+str$> ({@damage 3d6<$damage_mod__str$>0}) bludgeoning damage, and the target is {@condition grappled} (escape DC <$dc__str$>). Until this grapple ends, the target is {@condition restrained}. <$title_short_name$> has ten tentacles, each of which can grapple one target." ] }, { "name": "Tentacles (Chuul)", "entries": [ "One creature {@condition grappled} by <$short_name$> must succeed on a DC <$dc__con$> Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { "name": "Touch (Magmin)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one target. {@h}<$damage_avg__7+str$> ({@damage 2d6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the end of each of its turns." ] }, { "name": "Web (Ettercap)", "entries": [ "{@atk rw} {@hit <$to_hit__dex$>} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature is {@condition restrained} by webbing. As an action, the {@condition restrained} creature can make a DC <$dc__str$> Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage." ] }, { "name": "Web Garrote (Ettercap)", "entries": [ "{@atk mw} {@hit <$to_hit__str$>} to hit, reach 5 ft., one Medium or Small creature against which <$short_name$> has advantage on the attack roll. {@h}4 ({@damage 1d4<$damage_mod__str$>}) bludgeoning damage, and the target is {@condition grappled} (escape DC <$dc__str$>). Until this grapple ends, the target can't breathe, and <$short_name$> has advantage on attack rolls against it." ] }, { "name": "Whelm (Water Elemental)", "entries": [ "Each creature in <$short_name$>'s space must make a DC <$dc__str$> Strength saving throw. On a failure, a target takes 13 ({@damage 2d8<$damage_mod__str$>}) bludgeoning damage. If it is Large or smaller, it is also {@condition grappled} (escape DC <$dc__str$>). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of <$short_name$>'s space.", "<$title_short_name$> can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of <$short_name$>'s turns, each target {@condition grappled} by it takes 13 ({@damage 2d8<$damage_mod__str$>}) bludgeoning damage. A creature within 5 feet of <$short_name$> can pull a creature or object out of it by taking an action to make a DC <$dc__str$> Strength check and succeeding." ] }, { "name": "Whirlwind (Air Elemental)", "entries": [ "Each creature in <$short_name$>'s space must make a DC <$dc__str$> Strength saving throw. On a failure, a target takes 15 ({@damage 3d8<$damage_mod__str$>}) bludgeoning damage and is flung up 20 feet away from <$short_name$> in a random direction and knocked {@condition prone}. If a thrown target strikes an object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC <$dc__dex$> Dexterity saving throw or take the same damage and be knocked {@condition prone}.", "If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}." ] } ] }