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7248 lines
381 KiB
JSON
7248 lines
381 KiB
JSON
{
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||
"_meta": {
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||
"internalCopies": [
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||
"legendaryGroup"
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||
]
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||
},
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"legendaryGroup": [
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{
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||
"name": "Aboleth",
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||
"source": "MM",
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||
"page": 13,
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||
"lairActions": [
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||
"When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:",
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||
{
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||
"type": "list",
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||
"items": [
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||
"The aboleth casts {@spell phantasmal force} (no components required) on any number of creatures it can see within 60 feet of it. While maintaining {@status concentration} on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.",
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||
"Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 14} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}. The aboleth can't use this lair action again until it has used a different one.",
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"Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a {@dc 14} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage. The aboleth can't use this lair action again until it has used a different one."
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||
]
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||
}
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||
],
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"regionalEffects": [
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||
"The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:",
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||
{
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||
"type": "list",
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||
"items": [
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"Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are {@quickref difficult terrain||3}.",
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||
"Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.",
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"As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature {@condition charmed} by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains {@status concentration}, as if {@status concentration||concentrating} on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears."
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||
]
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||
},
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||
"If the aboleth dies, the first two effects fade over the course of {@dice 3d10} days."
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||
]
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||
},
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||
{
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"name": "Aerisi Kalinoth",
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"source": "PotA",
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"page": 192,
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"lairActions": [
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"If Aerisi is in the air node while {@creature Yan-C-Bin|PotA} isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action.",
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"If Aerisi casts {@spell invisibility} using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points."
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||
]
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||
},
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||
{
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||
"name": "Alyxian the Absolved",
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||
"source": "CRCotN",
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||
"lairActions": [
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||
"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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||
"type": "item",
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||
"name": "Avandra's Grasp",
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||
"entries": [
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||
"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Corellon's Charm",
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||
"entries": [
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||
"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Sehanine's Torment",
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"entries": [
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||
"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 10d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."
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||
]
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||
}
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||
]
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||
},
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||
{
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||
"type": "entries",
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||
"name": "Prayers to the Gods",
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||
"entries": [
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||
"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."
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||
]
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||
}
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||
]
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||
},
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||
{
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"name": "Alyxian the Callous",
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"source": "CRCotN",
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||
"lairActions": [
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||
"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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||
"type": "item",
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||
"name": "Avandra's Grasp",
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||
"entries": [
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||
"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Corellon's Charm",
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||
"entries": [
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||
"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Sehanine's Torment",
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||
"entries": [
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||
"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."
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||
]
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||
}
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||
]
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||
},
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||
{
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||
"type": "entries",
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||
"name": "Prayers to the Gods",
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||
"entries": [
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||
"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."
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]
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}
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]
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},
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{
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"name": "Alyxian the Dispossessed",
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||
"source": "CRCotN",
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"lairActions": [
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||
"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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||
"type": "item",
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||
"name": "Avandra's Grasp",
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||
"entries": [
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||
"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Corellon's Charm",
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||
"entries": [
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||
"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Sehanine's Torment",
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||
"entries": [
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||
"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."
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||
]
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||
}
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||
]
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||
},
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||
{
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||
"type": "entries",
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||
"name": "Prayers to the Gods",
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||
"entries": [
|
||
"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."
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||
]
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}
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]
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},
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{
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"name": "Alyxian the Tormented",
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||
"source": "CRCotN",
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||
"lairActions": [
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||
"On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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||
"type": "item",
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||
"name": "Avandra's Grasp",
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||
"entries": [
|
||
"Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Corellon's Charm",
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||
"entries": [
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||
"Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."
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||
]
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||
},
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||
{
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||
"type": "item",
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||
"name": "Sehanine's Torment",
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||
"entries": [
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||
"Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."
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||
]
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||
}
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||
]
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||
},
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||
{
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||
"type": "entries",
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||
"name": "Prayers to the Gods",
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||
"entries": [
|
||
"A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."
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||
]
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||
}
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||
]
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||
},
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||
{
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||
"name": "Amethyst Dragon",
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||
"source": "FTD",
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||
"page": 160,
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||
"lairActions": [
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||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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"type": "item",
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"name": "Beguiling Whisper",
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"entry": "The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."
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||
},
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{
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"type": "item",
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||
"name": "Imprisoning Force",
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"entry": "The dragon casts the {@spell forcecage} spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies."
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},
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{
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"type": "item",
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"name": "Spatial Projection",
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"entry": "The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once."
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||
}
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||
]
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}
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],
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||
"regionalEffects": [
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||
"The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
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||
{
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||
"type": "list",
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||
"style": "list-hang-notitle",
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||
"items": [
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||
{
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||
"type": "item",
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||
"name": "Background Check",
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||
"entry": "Once per day, the dragon can cast the {@spell legend lore} spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject."
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||
},
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||
{
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||
"type": "item",
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||
"name": "Crystal Profusion",
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"entry": "Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair."
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||
},
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||
{
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||
"type": "item",
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||
"name": "Thriving Wildlife",
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||
"entry": "Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food."
|
||
},
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||
{
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||
"type": "item",
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||
"name": "Watery Sight",
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||
"entry": "Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of {@dice 1d10} days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate."
|
||
]
|
||
},
|
||
{
|
||
"name": "Ancient Deep Crow",
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||
"source": "AI",
|
||
"page": 211,
|
||
"regionalEffects": [
|
||
"The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.",
|
||
"Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.",
|
||
"Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow."
|
||
]
|
||
},
|
||
"If the ancient deep crow dies, these effects fade immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Ancient Dragon Turtle",
|
||
"source": "FTD",
|
||
"page": 191,
|
||
"lairActions": [
|
||
"As they are presented in the {@i Monster Manual}, dragon turtles don't have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blasting Current",
|
||
"entry": "A strong water current moves through the dragon turtle's lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle's choice. On a success, the creature is moved 10 feet instead."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Entangling Kelp",
|
||
"entry": "Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be {@condition restrained} until the end of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Steam Eruption",
|
||
"entry": "Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant creatures resistance to this damage."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a dragon turtle's lair can be transformed by its presence, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Diverting Currents",
|
||
"entry": "Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}), even if a creature has a swimming speed."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Elemental Portals",
|
||
"entry": "Crevasses on the ocean floor within 1 mile of the dragon turtle's lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Hot Water",
|
||
"entry": "Geothermal vents heat the water within 6 miles of the dragon turtle's lair to 100 degrees Fahrenheit."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon turtle dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Annis Hag",
|
||
"source": "VGM",
|
||
"page": 159,
|
||
"_copy": {
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful annis hag might have the following additional lair action:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) acid damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"regionalEffects": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful annis hag creates one or more of the following additional regional effects within 1 mile of her lair:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The gravel stones on a safe-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops.",
|
||
"Small avalanches of rock intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.",
|
||
"Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence.",
|
||
"Small cairns appear along the route of travelers, containing anything from mysterious bones to nothing at all. These cairns might be haunted by skeletons, specters, or hostile fey."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
"name": "Arasta",
|
||
"source": "MOT",
|
||
"page": 248,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Arasta learns about any creature touching her webs. Each creature {@condition restrained} by a web or Arasta's Web of Hair must make a {@dc 21} Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web.",
|
||
"Arasta casts the {@spell giant insect} spell (spiders only). It lasts until she uses this lair action again or until she dies."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs.",
|
||
"Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn."
|
||
]
|
||
},
|
||
"If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within {@dice 1d10} days."
|
||
],
|
||
"mythicEncounter": [
|
||
"Arasta is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.",
|
||
"Read or paraphrase the following text when Arasta uses her Armor of Spiders trait:",
|
||
{
|
||
"type": "insetReadaloud",
|
||
"entries": [
|
||
"The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a {@item wave} of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies."
|
||
]
|
||
},
|
||
"Fighting Arasta as a mythic encounter is equivalent to taking on two challenge rating 21 creatures in one encounter. Award a party 66,000 XP for defeating Arasta after she uses Armor of Spiders."
|
||
]
|
||
},
|
||
{
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"page": 235,
|
||
"lairActions": [
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Attack",
|
||
"entries": [
|
||
"The archdevil uses one of their available melee or ranged attacks against a single foe."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Cast a Spell",
|
||
"entries": [
|
||
"The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Deceitful Whispers",
|
||
"entries": [
|
||
"The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fiendish Fortitude",
|
||
"entries": [
|
||
"The archdevil recharges one of their expended abilities."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Frenzy",
|
||
"entries": [
|
||
"The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Summon Underlings",
|
||
"entries": [
|
||
"The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Teleport",
|
||
"entries": [
|
||
"The archdevil teleports themself to an area they can see within 120 feet."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Trap",
|
||
"entries": [
|
||
"The archdevil casts the {@spell Hold Monster} spell."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Asmodeus",
|
||
"source": "CoA",
|
||
"page": 216,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cleansing Flame",
|
||
"entries": [
|
||
"Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Asmodeus's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "The Devil's Greeting",
|
||
"entries": [
|
||
"Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the {@spell Project Image} spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they're hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character's waste their resources."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Asmodeus dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Aurnozci",
|
||
"source": "BMT",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Aurnozci can take one of the following lair actions; Aurnozci can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cocoon",
|
||
"entry": "Aurnozci targets one Medium or smaller creature it can see within 60 feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn restrained in this way takes 9 ({@dice 2d8}) bludgeoning damage. A creature can use its action to try to tear apart the cocoon, ending the cocoon's effect with a successful DC 23 Strength (Athletics) check."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Insect Swarm",
|
||
"entry": "Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere's area is heavily obscured and is difficult terrain. When the sphere appears, each creature in it must make a DC 20 Constitution saving throw, taking 16 ({@dice 3d10}) piercing damage and 16 ({@dice 3d10}) poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or starts its turn there."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"Xulregg is an oppressively muggy realm known for the following regional effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Boiling Water",
|
||
"entry": "Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer's atmosphere. Being immersed in water there doesn't confer resistance to fire damage, and a creature that starts its turn in water takes 7 ({@dice 2d6}) fire damage. A creature that imbibes a liquid (such as a potion) takes 3 ({@dice 1d6}) fire damage."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fast Metamorphosis",
|
||
"entry": "On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing conditions."
|
||
}
|
||
]
|
||
},
|
||
"If Aurnozci dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Baalzebul",
|
||
"source": "CoA",
|
||
"page": 218,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Protective Burrow",
|
||
"entries": [
|
||
"Baalzebul uses his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and three-quarters cover at 20 feet."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Baalzebul's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Filth",
|
||
"entries": [
|
||
"Within 1 mile of the lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as {@quickref difficult terrain||3}."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Baalzebul dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Baalzebul",
|
||
"source": "MaBJoV",
|
||
"page": 91,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause one of the following effects; Baalzebul can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Baalzebul casts his innate hold monster.",
|
||
"Baalzebul emits slime in a 5-foot radius centered on him. Any creature that starts their turn standing in this slime is considered {@condition grappled} and must use their action to succeed on DC 17 Strength ({@skill Athletics}) check to break free.",
|
||
"Baalzebul uses half his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and three-quarters cover when at 20 feet."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Baalzebul's lair is corrupted by his presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Within 1 mile of Baalzebul's lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as {@quickref difficult terrain||3}.",
|
||
"Within 2 miles of the lair, the air is filled with buzzing flies. Any creature that finishes a short or long rest in this area must succeed on a DC 22 Wisdom saving throw or derive no benefit from the rest."
|
||
]
|
||
},
|
||
"If Baalzebul dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Baernaloth",
|
||
"source": "MPP",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Consume Suffering.",
|
||
"entry": "Until initiative count 20 on the next round, when a creature in the baernaloth's lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 ({@dice 3d6}) hit points."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Discover Secrets.",
|
||
"entry": "The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes 13 ({@dice 3d8}) psychic damage."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Recurring Wound.",
|
||
"entry": "A creature that doesn't have all its hit points and that the baernaloth can see in its lair must make a DC 19 Constitution saving throw, taking 22 ({@dice 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a baernaloth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Persistent Anguish.",
|
||
"entry": "Within 10 miles of a baernaloth's lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Slow Healing.",
|
||
"entry": "Within 10 miles of a baernaloth's lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest."
|
||
}
|
||
]
|
||
},
|
||
"If the baernaloth dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Balhannoth",
|
||
"source": "MPMM",
|
||
"page": 55,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), a balhannoth can take one of the following lair actions; the balhannoth can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Teleport",
|
||
"entries": [
|
||
"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Vanish",
|
||
"entries": [
|
||
"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Warp Terrain",
|
||
"entries": [
|
||
"The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Sense Desires",
|
||
"entries": [
|
||
"The balhannoth can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Supernatural Lure",
|
||
"entries": [
|
||
"Creatures within 1 mile of the balhannoth's lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the balhannoth dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Balhannoth",
|
||
"source": "MTF",
|
||
"page": 119,
|
||
"lairActions": [
|
||
"When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.",
|
||
"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.",
|
||
"The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.",
|
||
"The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else."
|
||
]
|
||
},
|
||
"If the balhannoth dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Baphomet",
|
||
"source": "MPMM",
|
||
"page": 58,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Illusory Room",
|
||
"entries": [
|
||
"Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting ability for this spell."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Reverse Gravity",
|
||
"entries": [
|
||
"Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Seal the Way",
|
||
"entries": [
|
||
"Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet takes this lair action again."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Realm",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Hedge Mazes",
|
||
"entries": [
|
||
"Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Panicked Beasts",
|
||
"entries": [
|
||
"Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Baphomet dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Baphomet",
|
||
"source": "MTF",
|
||
"page": 143,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.",
|
||
"Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.",
|
||
"Baphomet casts {@spell mirage arcane}, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.",
|
||
"Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Baphomet dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Baphomet",
|
||
"entries": [
|
||
"If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Baphomet",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"My anger consumes me. I can't be reasoned with when my rage has been stoked.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"The world is my hunting ground. Others are my prey.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"Hate comes easily to me and explodes into rage.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"I see those who oppose me not as people, but as beasts meant to be preyed upon.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Bear King",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Quake",
|
||
"entries": [
|
||
"A minor quake starts on a point the Bear King can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 17 Strength saving throw or take 7 ({@dice 2d6}) bludgeoning damage and fall prone."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Summon Bees",
|
||
"entries": [
|
||
"The lair's denizens rise up to defend their king, causing {@dice 2d4} giant bees (use the statistics of a giant wasp) to appear in unoccupied spaces of the Bear King's choice within 60 feet of him. The bees act on initiative count 20, are allies of the Bear King, and obey his spoken commands. The bees remain until the Bear King dies or until he dismisses them as a bonus action. The Bear King can have no more than eight giant bees under his control at one time."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Ursine Transformation",
|
||
"entries": [
|
||
"One creature the Bear King can see within 30 feet of him must succeed on a DC 17 Constitution saving throw or transform into a brown bear as if the creature had failed a saving throw against the polymorph spell. While transformed, the creature must move to and attack a target chosen by the Bear King on each of its turns. The transformation lasts until the Bear King dies or until he uses this lair action again. The transformed creature can repeat the saving throw at the end of each of its turns, ending the transformation on itself on a success."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding the Bear King's lair is warped by his magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Angry Bees",
|
||
"entries": [
|
||
"Bees within 10 miles of the Bear King's lair are easily agitated and quick to attack Humanoids that aren't bearfolk or werebears."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Call of the Bear King",
|
||
"entries": [
|
||
"Within 5 miles of the Bear King's lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Heightened Passions",
|
||
"entries": [
|
||
"Emotions within 10 miles of the Bear King's lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the Bear King dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Beholder",
|
||
"source": "MM",
|
||
"page": 28,
|
||
"lairActions": [
|
||
"When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.",
|
||
"Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.",
|
||
"An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."
|
||
]
|
||
},
|
||
"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.",
|
||
"When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."
|
||
]
|
||
},
|
||
"If the beholder dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Bel",
|
||
"source": "CoA",
|
||
"page": 234,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Bel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Transmute",
|
||
"entries": [
|
||
"If Bel has cast {@spell Wall of Fire}, that wall becomes a permanent Wall of Stone instead (doesn't require {@status concentration})."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Bel's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Lava",
|
||
"entries": [
|
||
"There are numerous rivers of lava within 3 miles of the lair. Anyone who enters the lava for the first time or starts their turn in it takes 33 ({@damage 6d10}) fire damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Bel dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Belashyrra",
|
||
"source": "ERLW",
|
||
"page": 286,
|
||
"lairActions": [
|
||
"While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.",
|
||
"Belashyrra creates a {@item wave} of madness. Each creature it can see within its lair must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed} in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the {@condition charmed} creature can act normally for that turn. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
|
||
"Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a {@dc 22} Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected 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 this lair action for the next 24 hours."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Creatures within 1 mile of the passage sometimes feel as if they're being watched.",
|
||
"Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.",
|
||
"A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a {@dc 21} Wisdom saving throw or descend into a type of madness (see \"Madness of Belashyrra\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Belashyrra dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Belial",
|
||
"source": "CoA",
|
||
"page": 220,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Belial can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Slow Torture",
|
||
"entries": [
|
||
"Every creature within 100 feet whose movement is currently reduced because of the Ranseur of Torture, takes 11 ({@damage 2d10}) fire damage and 11 ({@damage 2d10}) piercing damage."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Belial's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Smoke-cloud",
|
||
"entries": [
|
||
"A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Belial dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Bheur Hag",
|
||
"source": "VGM",
|
||
"page": 160,
|
||
"_copy": {
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful bheur hag might have the following additional lair action:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard lightly obscures every creature and object in the area for the duration. A creature that enters the blizzard for the first time on a turn or starts its turn there is {@condition blinded} until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"regionalEffects": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful bheur hag creates one or more of the following additional regional effects within 1 mile of her lair:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.",
|
||
"Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as specters.",
|
||
"Blizzards come without warning. A blizzard occurs once every {@dice 2d12} hours and lasts {@dice 1d3} hours. During a storm, creatures moving overland travel at half normal speed, and normal visibility is reduced to 30 feet.",
|
||
"Roads, paths, and trails twist and turn back on themselves, making navigation in the area exceedingly difficult."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
"name": "Black Dragon",
|
||
"source": "MM",
|
||
"page": 88,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.",
|
||
"A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.",
|
||
"Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Filth Burst",
|
||
"entry": "The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Grasping Muck",
|
||
"entry": "Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be {@condition restrained} until initiative count 20 on the next round."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Noxious Gas",
|
||
"entry": "A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be {@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."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.",
|
||
"Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.",
|
||
"Fog lightly obscures the land within 6 miles of the lair."
|
||
]
|
||
},
|
||
"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Ennui",
|
||
"entry": "Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Grating Spies",
|
||
"entry": "Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Rotting Domain",
|
||
"entry": "Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Blightscale Dragon",
|
||
"source": "GHLoE",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), an adult or ancient blightscale dragon takes a lair action to cause one of the following effects. The dragon can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Insects burst from a hive built on a surface that the dragon can see within 120 feet of it. Any creature within 20 feet of the hive must succeed on a DC 15 Constitution saving throw, taking 10 ({@dice 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@dice 3d6}) piercing damage. The insects disperse on initiative count 20 of the next round. They disperse early if subjected to intense wind or a damaging area effect.",
|
||
"Puslike fluid erupts in a 20-foot radius centered on a point on the ground the dragon can see within 120 feet of it. That area becomes difficult terrain, and a creature moving through this terrain must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) by the sucking glop and restrained while grappled in this way. Another creature can pull a restrained target free by taking an action and succeeding on a DC 15 Strength (",
|
||
"{@skill Athletics}",
|
||
") check. The ground dries sufficiently to return to normal on initiative count 20 of the next round.",
|
||
"Foul gas belches forth in a 20-foot-radius sphere from a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is heavily obscured. Each creature within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature is poisoned. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. This cloud disperses on initiative count 20 of the next round. It disperses early if subjected to intense wind."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Blue Dragon",
|
||
"source": "MM",
|
||
"page": 91,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.",
|
||
"A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution 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.",
|
||
"Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Misleading Mirage",
|
||
"entry": "Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50|50 percent} chance of going in a different direction from the direction it intends."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Sudden Sinkhole",
|
||
"entry": "The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Thunderstorms rage within 6 miles of the lair.",
|
||
"Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).",
|
||
"Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole."
|
||
]
|
||
},
|
||
"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blue Luster",
|
||
"entry": "Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mirage Terrain",
|
||
"entry": "The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Sandstorm",
|
||
"entry": "A sandstorm blows constantly within 1 mile of the dragon's lair."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Brass Dragon",
|
||
"source": "MM",
|
||
"page": 105,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet away from the dragon and knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a {@chance 50|50 percent} chance of being extinguished.",
|
||
"A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a {@dc 15} Constitution 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."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Brass Dragon||adult} or {@creature Ancient Brass Dragon||ancient}) brass dragon can use one or more of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Animate Statues",
|
||
"entry": "The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Blast of Wind",
|
||
"entry": "A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50|50 percent} chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon {@condition prone}."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Obscuring Sand",
|
||
"entry": "Dust and sand fill the air within 120 feet of the dragon, making the area {@quickref Vision and Light|PHB|2||lightly obscured} until initiative count 20 on the next round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.",
|
||
"Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful {@dc 20} Intelligence ({@skill Investigation}) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.",
|
||
"Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location."
|
||
]
|
||
},
|
||
"If the dragon dies, the tracks fade in {@dice 1d10} days, but the other effects fade immediately.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cloud Companion",
|
||
"entry": "A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG})."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Talkative Denizens",
|
||
"entry": "Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Bronze Dragon",
|
||
"source": "MM",
|
||
"page": 108,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.",
|
||
"A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Ocean's Call",
|
||
"entry": "The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Salt Burst",
|
||
"entry": "The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Whelming Water",
|
||
"entry": "The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.",
|
||
"Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.",
|
||
"Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."
|
||
]
|
||
},
|
||
"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Phantom Escort",
|
||
"entry": "Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Underwater Pursuit",
|
||
"entry": "Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Unfailing Faithfulness",
|
||
"entry": "Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Captain N'ghathrod",
|
||
"source": "WDMM",
|
||
"page": 250,
|
||
"lairActions": [
|
||
"When fighting aboard the Scavenger, N'ghathrod can take lair actions. On initiative count 20 (losing initiative ties), N'ghathrod can take one lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"N'ghathrod creates a magical duplicate of itself anywhere aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N'ghathrod takes another lair action. The duplicate has the statistics of a normal mind flayer and is friendly toward N'ghathrod, but not under its control. It cannot leave the Scavenger.",
|
||
"N'ghathrod fills all interior areas of the ship with mind-warping images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn't an aberration that starts its turn inside the ship must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Cave Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cave-In",
|
||
"entries": [
|
||
"The ceiling collapses above one creature the dragon can see within 120 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 ({@dice 3d6}) bludgeoning damage and is knocked prone and buried. On a success, a creature takes half the damage and isn't knocked prone or buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Release the Vermin",
|
||
"entries": [
|
||
"A 20-foot radius sphere of insects appears centered on a point the dragon can see within 120 feet of it. When a creature enters the cloud of insects for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw, taking 11 ({@dice 2d10}) piercing damage on a failed save, or half as much damage on a successful one. The cloud of insects lasts until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Split the Earth",
|
||
"entries": [
|
||
"A crack appears in the ground within 120 feet of the dragon that is 10 feet long, 10 feet wide, and 20 feet deep. Each creature standing on a spot where the crack opens must succeed on a DC 15 Dexterity saving throw or fall in, taking falling damage. A creature that successfully saves moves with the crack's edge as it opens. The crack remains open for 1 minute, until the dragon uses this lair action again, or until the dragon dies"
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Flight of the Beetles",
|
||
"entries": [
|
||
"Swarms of vermin within 1 mile of the lair increase in both size and number as their populations try to survive the dragon's undiscriminating hunger."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Toxic Air",
|
||
"entries": [
|
||
"Once each hour, poisonous and odorless gases fill random passages and caverns for 1 minute, and just as quickly disperse, within 6 miles of the dragon's lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Water Underground",
|
||
"entries": [
|
||
"Each time the dragon's temper flares, but no more often than once every 30 days, flash flooding turns tunnels into death traps as tremors create fissures in the stone within 6 miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Copper Dragon",
|
||
"source": "MM",
|
||
"page": 112,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the {@spell spike growth} spell and lasts until the dragon uses this lair action again or until the dragon dies.",
|
||
"The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a {@dc 15} Dexterity saving throw or sink into the mud and become {@condition restrained}. A creature can take an action to attempt a {@dc 15} Strength check, freeing itself or another creature within its reach and ending the {@condition restrained} condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Copper Dragon||adult} or {@creature Ancient Copper Dragon||ancient}) copper dragon can use one or both of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Laughing Gas",
|
||
"entry": "The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is {@condition incapacitated} with laughter until the end of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Torpid Energy",
|
||
"entry": "The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.",
|
||
"Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.",
|
||
"Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing."
|
||
]
|
||
},
|
||
"If the dragon dies, the magic carvings fade over the course of {@dice 1d10} days. The other effects end immediately.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Distant Melodies",
|
||
"entry": "The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Starlit Stones",
|
||
"entry": "Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)"
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Cryonax",
|
||
"source": "MaBJoV",
|
||
"page": 97,
|
||
"lairActions": [
|
||
"When Cryonax occupies Frostfell, or any area that he has corrupted by inhabiting it for at least a week, he can command the snow and ice around him to take lair actions. On initiative count 20 (losing initiative ties), Cryonax can take a lair action to cause one of the following effects; Cryonax can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Ice and snow explode in radius of 60 feet around Cryonax. This creates a freezing mist full of hail and larger chunks of ice that will heavily obscure the area and last until initiative count 20 of the next round. All creatures within the area of effect take 13 ({@damage 3d8}) cold damage and must make a DC 20 Wisdom saving throw or be {@condition blinded} until initiative count 20 of the next round.",
|
||
"The air freezes in a 120 feet wide (and tall) hemisphere centered around Cryonax. This effect forms hundreds of sharp icicles. These immediately crash to the ground causing 14 ({@damage 4d6}) slashing damage to everyone in the area of effect (the damage is halved if a DC 22 Dexterity saving throw is successful). Afterwards the terrain becomes difficult and anyone falling {@condition prone} within it takes the damage again (no saving throw).",
|
||
"The frozen ground buckles, driving massive chunks of rock and ice into the air. {@dice 1d8} thirty-foot-tall stalagmites will rise into the air and all creatures in a 30-foot radius around Cryonax must make a DC 24 Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage and be knocked {@condition prone}."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Cryonax's lair is warped by his presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Within ten miles of the lair all water has frozen and any precipitation becomes thick snow and hail instead.",
|
||
"The ground beneath the lair is freezing, causing the earth to buckle and rise. Tremors become common within 5 miles of the lair. After five days any wooden structure or weaker has collapsed; within 10 days stone buildings are destroyed. For every hour in the area there is a 1 in 10 chance that a tremor strikes forcing everyone other than Cryonax to make a DC 22 Dexterity saving throw or be knocked {@condition prone} and suffer 9 ({@damage 2d8}) bludgeoning damage.",
|
||
"Within 1 mile of Cryonax's location inside the lair the air becomes bitterly cold and difficult to breath. Each hour while within this area every living creature must make a DC 15 Constitution saving throw or suffer a level of {@condition exhaustion}."
|
||
]
|
||
},
|
||
"If Cryonax is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} weeks."
|
||
]
|
||
},
|
||
{
|
||
"name": "Crystal Dragon",
|
||
"source": "FTD",
|
||
"page": 171,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Whisper",
|
||
"entry": "The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Ice Passage",
|
||
"entry": "The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Starlight's Gleam",
|
||
"entry": "The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 ({@damage 2d12}) radiant damage and be outlined in the glow. {@action Attack} rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being {@condition invisible}. The starlight and the glow around any creature fades on initiative count 20 on the next round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Clear Skies",
|
||
"entry": "The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Crystal Profusion",
|
||
"entry": "Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Icy Sight",
|
||
"entry": "Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any ice or quartz crystals in that region."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Positive Energy",
|
||
"entry": "Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Wildlife",
|
||
"entry": "Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the animal population near the lair returns to normal levels over the course of {@dice 1d10} days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate."
|
||
]
|
||
},
|
||
{
|
||
"name": "Darkweaver",
|
||
"source": "MPP",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Extinguish.",
|
||
"entry": "All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Shadow Fears.",
|
||
"entry": "The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver's Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Shadow Step.",
|
||
"entry": "If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Death Tyrant",
|
||
"source": "MM",
|
||
"page": 29,
|
||
"lairActions": [
|
||
"When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and {@quickref difficult terrain||3} until initiative count 20 on the next round.",
|
||
"Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a {@dc 17} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.",
|
||
"A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears."
|
||
]
|
||
},
|
||
"The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds."
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.",
|
||
"When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a {@dice d20} for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant."
|
||
]
|
||
},
|
||
"If the death tyrant dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Deep Dragon",
|
||
"source": "FTD",
|
||
"page": 174,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Deep Torpor",
|
||
"entry": "The dragon casts the {@spell slow} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). The spell ends early if the dragon uses this lair action again or if the dragon dies."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mossy Sludge",
|
||
"entry": "The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become {@quickref difficult terrain||3} until initiative count 20 on the next round."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Toxic Spores",
|
||
"entry": "The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Preservation of Knowledge",
|
||
"entry": "Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Restless Sleep",
|
||
"entry": "When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of {@condition exhaustion}. Creatures immune to the {@condition poisoned} condition are immune to this effect."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Verdant Growth",
|
||
"entry": "Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Demilich",
|
||
"source": "MM",
|
||
"page": 48,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the demilich rolls a {@dice d20}. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a {@dc 19} Dexterity saving throw or be knocked {@condition prone}.",
|
||
"The demilich targets one creature it can see within 60 feet of it. An {@spell antimagic field} fills the space of the target, moving with it until initiative count 20 on the next round.",
|
||
"The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A demilich's tomb might have any or all of the following effects in place:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The first time a non-evil creature enters the tomb's area, the creature takes 16 ({@damage 3d10}) necrotic damage.",
|
||
"Monsters in the tomb have advantage on saving throws against being {@condition charmed} or {@condition frightened}, and against features that turn undead.",
|
||
"The tomb is warded against the magical travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area."
|
||
]
|
||
},
|
||
"If the demilich is destroyed, these effects fade over the course of 10 days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Demogorgon",
|
||
"source": "MPMM",
|
||
"page": 90,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Darkness",
|
||
"entries": [
|
||
"Demogorgon casts the {@spell darkness} spell four times, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Illusory Duplicate",
|
||
"entries": [
|
||
"Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a {@chance 50|50 percent} chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Realm",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Frenzied Animals",
|
||
"entries": [
|
||
"Beasts within 1 mile of the lair become frenzied and violent\u2014even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Venomous Beasts",
|
||
"entries": [
|
||
"The area within 6 miles of the lair becomes overpopulated with {@creature poisonous snake|MM|poisonous snakes} and other venomous Beasts."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Demogorgon",
|
||
"source": "MTF",
|
||
"page": 144,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a {@chance 50|50 percent} chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears.",
|
||
"Demogorgon casts the {@spell darkness} spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.",
|
||
"Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Demogorgon",
|
||
"entries": [
|
||
"If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Demogorgon",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"Someone is plotting to kill me. I need to strike first to stop them!\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"There is only one solution to my problems: kill them all!\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"There is more than one mind inside my head.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"If you don't agree with me, I'll beat you into submission to get my way.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Demon Lord Mechuiti",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects; Mechuiti can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Searing Torment",
|
||
"entries": [
|
||
"The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, each time a creature within 120 feet of Mechuiti takes damage, it must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Split the Earth",
|
||
"entries": [
|
||
"A small fissure of lava opens beneath one creature Mechuiti can see within 120 feet of him. The target must make a DC 24 Dexterity saving throw, taking 28 ({@dice 8d6}) fire damage on a failed save, or half as much damage on a successful one."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Toxic Gases",
|
||
"entries": [
|
||
"Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 24 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Tremor",
|
||
"entries": [
|
||
"The whole volcano trembles and shakes. Each creature that isn't a demon and that is on a solid surface must succeed on a DC 24 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures that aren't demons until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Mechuiti's lair is warped by his presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Dream Calling",
|
||
"entries": [
|
||
"When a creature with an Intelligence score of 10 or higher sleeps within 3 miles of the lair, it dreams of Mechuiti. The creature must succeed on a DC 15 Wisdom saving throw when it wakes or be compelled to seek out Mechuiti's cult."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Pyroclastic Venting",
|
||
"entries": [
|
||
"Mechuiti can make the volcano erupt no more than every 7 days. When he does, a cloud of hot ashes and smoke covers the area within 6 miles of the volcano, and magma flows from the volcano's cone."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Unpotable Water",
|
||
"entries": [
|
||
"Water within 1 mile of the lair carries disease. A creature that isn't a demon or behtu that drinks the water must succeed on a DC 15 Constitution saving throw or become infected with a disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 ({@dice 2d4}) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Mechuiti dies, these effects fade immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Demon Lord Qorgeth",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Collapse Passage",
|
||
"entries": [
|
||
"A section of ceiling in the lair collapses, raining debris onto a point Qorgeth can see within 120 feet of it. Each creature within 20 feet of that point must succeed on a DC 21 Dexterity saving throw or take 18 ({@dice 4d8}) bludgeoning damage and be restrained by the debris. A creature, including the restrained creature, can use an action to free the restrained creature by succeeding on a DC 21 Strength check."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Warp Reality",
|
||
"entries": [
|
||
"Until initiative count 20 on the next round, Qorgeth twists space through the tunnels of its lair. A creature that isn't a demon that tries to move must succeed on a DC 21 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Worm Infestation",
|
||
"entries": [
|
||
"Thick tangles of demonic worms erupt from the floor, wall, or ceiling near up to three creatures Qorgeth can see within 60 feet of it. Qorgeth commands the tangles to make one melee attack roll (+11 to hit) against each target before disappearing. On a hit, the target takes 14 ({@dice 4d6}) piercing damage."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Qorgeth's lair is warped by the demon lord's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Rapid Rot",
|
||
"entries": [
|
||
"Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for 1 day but no longer."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spoiled Supplies",
|
||
"entries": [
|
||
"Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day's worth of food carried by creatures spoils every 24 hours the creature remains in the area. Creatures can't forage for food in this area."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Wormhome",
|
||
"entries": [
|
||
"Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Dispater",
|
||
"source": "CoA",
|
||
"page": 222,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Dispater can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Buckle",
|
||
"entries": [
|
||
"The area in a 120-foot-radius around Dispater bends and twists, becoming {@quickref difficult terrain||3}. Dispater's Superheat Metal ability is recharged."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Dispater's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Din",
|
||
"entries": [
|
||
"Within 6 miles of the lair, the sound of metal working is near inescapable. Any creature attempting a short or long rest may do so, but must make a {@dc 21} Constitution saving throw afterwards. Failure negates any benefits of the rest."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Dispater dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Drow Matron Mother",
|
||
"source": "MPMM",
|
||
"page": 104,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Perceive Interlopers",
|
||
"entries": [
|
||
"The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can't become hidden from her and gain no benefit from the {@condition invisible} condition against her."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spectral Web",
|
||
"entries": [
|
||
"A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a {@dc 19} Dexterity saving throw or be {@condition restrained} 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."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Telekinetic Throw",
|
||
"entries": [
|
||
"The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a {@dc 19} Strength saving throw or be flung {@dice 2d6 × 10} feet through the air. A creature smashed into a solid object takes {@damage 1d6} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Dyrrn",
|
||
"source": "ERLW",
|
||
"page": 288,
|
||
"lairActions": [
|
||
"While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Dyrrn uses its Corruption action.",
|
||
"A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a {@dc 23} Strength saving throw or be {@condition restrained}. A creature can escape the tentacles with a successful {@dc 23} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check as an action.",
|
||
"Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a {@dc 23} Wisdom saving throw or take 26 ({@damage 4d12}) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by {@dice 1d4} each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A region containing a passage to Dyrrn's lair is warped in one or more of these ways:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.",
|
||
"Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a {@dc 22} Wisdom saving throw or descend into a type of madness (see \"Madness of Dyrrn\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Dyrrn dies, these effects fade away after {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Dyrrn",
|
||
"entries": [
|
||
"If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Dyrrn",
|
||
"colLabels": [
|
||
"d6",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-2 text-center",
|
||
"col-10"
|
||
],
|
||
"rows": [
|
||
[
|
||
"1",
|
||
"\"There's an illithid parasite living in my brain!\""
|
||
],
|
||
[
|
||
"2",
|
||
"\"I can feel myself evolving into an aberration.\""
|
||
],
|
||
[
|
||
"3",
|
||
"\"Aberrations are the only natural things.\""
|
||
],
|
||
[
|
||
"4",
|
||
"\"A part of me has become a conscious entity.\""
|
||
],
|
||
[
|
||
"5",
|
||
"\"My opponents must bow down to a mind flayer!\""
|
||
],
|
||
[
|
||
"6",
|
||
"\"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Elder Brain",
|
||
"source": "MPMM",
|
||
"page": 120,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Force Wall",
|
||
"type": "item",
|
||
"entries": [
|
||
"The elder brain casts {@spell wall of force}."
|
||
]
|
||
},
|
||
{
|
||
"name": "Psionic Anchor",
|
||
"type": "item",
|
||
"entries": [
|
||
"The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a {@dc 18} Charisma saving throw. On a failed save, its speed is reduced to 0, and it can't teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
},
|
||
{
|
||
"name": "Psychic Inspiration",
|
||
"type": "item",
|
||
"entries": [
|
||
"The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Paranoia",
|
||
"type": "item",
|
||
"entries": [
|
||
"Creatures within 5 miles of an elder brain feel as if they are being followed, even when they're not."
|
||
]
|
||
},
|
||
{
|
||
"name": "Psychic Whispers",
|
||
"type": "item",
|
||
"entries": [
|
||
"Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked."
|
||
]
|
||
},
|
||
{
|
||
"name": "Telepathic Eavesdropping",
|
||
"type": "item",
|
||
"entries": [
|
||
"The elder brain can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn't revealed."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the elder brain dies, these effects immediately end."
|
||
]
|
||
},
|
||
{
|
||
"name": "Elder Brain",
|
||
"source": "VGM",
|
||
"page": 173,
|
||
"lairActions": [
|
||
"When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The elder brain casts {@spell wall of force}.",
|
||
"The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.",
|
||
"The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a {@dc 18} Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.",
|
||
"The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom ({@skill Insight}) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.",
|
||
"Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked."
|
||
]
|
||
},
|
||
"If the elder brain dies, these effects immediately end."
|
||
]
|
||
},
|
||
{
|
||
"name": "Emerald Dragon",
|
||
"source": "FTD",
|
||
"page": 196,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Whisper",
|
||
"entry": "The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Distort Perceptions",
|
||
"entry": "The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 ({@damage 4d10}) psychic damage and have disadvantage on saving throws until the start of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Vanish",
|
||
"entry": "The dragon becomes {@condition invisible} until initiative count 20 on the next round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Crystal Profusion",
|
||
"entry": "Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fiery Sight",
|
||
"entry": "Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any area of fire or lava in that region."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Subtle Obstruction",
|
||
"entry": "Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Wildlife",
|
||
"entry": "{@creature Giant lizard||Giant lizards} are attracted to the area within 6 miles of the lair and settle there in large numbers."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of {@dice 1d10} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate."
|
||
]
|
||
},
|
||
{
|
||
"name": "Faerie Dragon",
|
||
"source": "FTD",
|
||
"page": 118,
|
||
"lairActions": [
|
||
"As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Chaotic Aura",
|
||
"entry": "The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have total cover against the attack."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Grasping Plants",
|
||
"entry": "The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Compulsory Offering",
|
||
"entry": "The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Malleable Time",
|
||
"entry": "Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mischief Afoot",
|
||
"entry": "Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."
|
||
}
|
||
]
|
||
},
|
||
"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Fazrian",
|
||
"source": "WDMM",
|
||
"page": 275,
|
||
"lairActions": [
|
||
"Unless he is {@condition incapacitated}, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Blood flows from Fazrian's eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.",
|
||
"Fazrian's eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.",
|
||
"Blinding magical light springs from Fazrian's eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make a {@dc 20} Constitution saving throw. On a failed save, the creature is {@condition blinded}. The blindness lasts until the creature receives a {@spell lesser restoration} spell or similar magic."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Fierna",
|
||
"source": "CoA",
|
||
"page": 225,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Fierna can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Fiery Reversal",
|
||
"entries": [
|
||
"Fierna exchanges places with a creature she can see within 30 feet of her. Both her old location and her new location erupt into flames that persist for 1 minute. Anyone entering either flame must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) fire damage."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Fierna's lair is corrupted by her presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Smoke-cloud",
|
||
"entries": [
|
||
"A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Fierna dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Flame Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blinding Smoke",
|
||
"entries": [
|
||
"A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Curtain of Fire",
|
||
"entries": [
|
||
"A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and is opaque. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or take 21 ({@dice 6d6}) fire damage. Each creature that enters the wall for the first time on a turn or ends its turn there takes 21 ({@dice 6d6}) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Volcanic Debris",
|
||
"entries": [
|
||
"The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make succeed on a DC 15 Dexterity saving throw or be knocked prone and buried under rock and debris. The buried creature is restrained and can't breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Extreme Heat",
|
||
"entries": [
|
||
"Temperatures rise within 6 miles of the lair, causing most water sources to dry up and all but the hardiest plants to wither."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fiery Tempers",
|
||
"entries": [
|
||
"Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Superheated Fumaroles",
|
||
"entries": [
|
||
"Sulfur geysers dot the landscape within 1 mile of the dragon's lair, making the area inhospitable for most plants and creatures."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, Fiery Tempers disappears immediately, and temperatures return to normal within {@dice 1d10} days. Any geysers remain where they are."
|
||
]
|
||
},
|
||
{
|
||
"name": "Fraz-Urb'luu",
|
||
"source": "MPMM",
|
||
"page": 129,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), FrazUrb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Conjure Walls and Doors",
|
||
"type": "item",
|
||
"entries": [
|
||
"Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none."
|
||
]
|
||
},
|
||
{
|
||
"name": "Psychic Anguish",
|
||
"type": "item",
|
||
"entries": [
|
||
"Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage."
|
||
]
|
||
},
|
||
{
|
||
"name": "Simulacrum",
|
||
"type": "item",
|
||
"entries": [
|
||
"Fraz-Urb'luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Beguiling Realm",
|
||
"type": "item",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Performance}) checks have advantage."
|
||
]
|
||
},
|
||
{
|
||
"name": "Nostalgic Pangs",
|
||
"type": "item",
|
||
"entries": [
|
||
"Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse."
|
||
]
|
||
},
|
||
{
|
||
"name": "Twisted Paths",
|
||
"type": "item",
|
||
"entries": [
|
||
"Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Fraz-Urb'luu",
|
||
"source": "MTF",
|
||
"page": 146,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.",
|
||
"Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.",
|
||
"Fraz-Urb'luu creates a {@item wave} of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.",
|
||
"Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Fraz-Urb'luu",
|
||
"entries": [
|
||
"If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Fraz-Urb'luu",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"I have intermittent hallucinations and fits of catatonia.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Gar Shatterkeel",
|
||
"source": "LR",
|
||
"page": 18,
|
||
"lairActions": [
|
||
"Gar can employ lair actions while he's within the coral mountain.",
|
||
"On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.",
|
||
"The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a {@dc 18} Strength saving throw or become {@condition restrained}. Restrained creatures can take an action on their turn to make a {@dc 18} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain {@status concentration}. Gar Shatterkeel and any creatures he designates are immune to this effect.",
|
||
"Up to five corpses that Gar can see within 60 feet rise up as {@creature drowned blade|GoS|drowned blades} and attack anyone Gar directs them to on his turn."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Gar Shatterkeel",
|
||
"source": "PotA",
|
||
"page": 208,
|
||
"lairActions": [
|
||
"If Gar is in the water node while {@creature Olhydra|PotA} isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. His favorite use of this capability is casting {@spell inflict wounds} or {@spell call lightning}.",
|
||
"If Gar casts {@spell cure wounds} using this lair action, he regains the maximum number of hit points from the spell (28)."
|
||
]
|
||
},
|
||
{
|
||
"name": "Gegazol",
|
||
"source": "GHLoE",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Gegazol takes a lair action to cause one of the following effects. Gegazol can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Tendrils of necrotic power rise and reach for living creatures within the lair. Each living creature in the lair must attempt a DC 21 Constitution saving throw or take 13 ({@dice 3d8}) necrotic damage and gain one level of exhaustion until initiative count 20 on the next round.",
|
||
"Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates difficult terrain made of ice. Creatures in that area must make a DC 21 Constitution saving throw. Those who fail take 18 ({@dice 4d8}) cold damage and are grappled (escape DC 21). On a success, the creature takes half the damage and isn't grappled. The difficult terrain disappears on initiative count 20 on the next round.",
|
||
"Gegazol creates an opaque wall of black ice on a solid surface she can see within 120 feet of her. The wall is made up of twenty contiguous 10-foot square panels that are each 2 feet thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall the creature wants. Each 10-foot section of the wall has AC 5, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Gegazol uses this lair action again or when she dies."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Geryon",
|
||
"source": "MPMM",
|
||
"page": 136,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Banish",
|
||
"type": "item",
|
||
"entries": [
|
||
"Geryon casts the banishment spell."
|
||
]
|
||
},
|
||
{
|
||
"name": "Chill Blast",
|
||
"type": "item",
|
||
"entries": [
|
||
"Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage."
|
||
]
|
||
},
|
||
{
|
||
"name": "Hateful Restraints",
|
||
"type": "item",
|
||
"entries": [
|
||
"Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Chilling Wind",
|
||
"type": "item",
|
||
"entries": [
|
||
"Freezing strong winds howl around the area within 1 mile of the lair."
|
||
]
|
||
},
|
||
{
|
||
"name": "Enervating Screams",
|
||
"type": "item",
|
||
"entries": [
|
||
"Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest."
|
||
]
|
||
},
|
||
{
|
||
"name": "Hellish Doorways",
|
||
"type": "item",
|
||
"entries": [
|
||
"Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Geryon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Geryon",
|
||
"source": "MTF",
|
||
"page": 173,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage.",
|
||
"Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.",
|
||
"Geryon casts the {@spell banishment} spell."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.",
|
||
"Freezing strong winds howl around the area within 1 mile of the lair.",
|
||
"Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest."
|
||
]
|
||
},
|
||
"If Geryon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Githzerai Anarch",
|
||
"source": "MPMM",
|
||
"page": 142,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Create Object",
|
||
"type": "item",
|
||
"entries": [
|
||
"The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch's {@status concentration} breaks."
|
||
]
|
||
},
|
||
{
|
||
"name": "Move Object",
|
||
"type": "item",
|
||
"entries": [
|
||
"The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger."
|
||
]
|
||
},
|
||
{
|
||
"name": "Psionic Bolt",
|
||
"type": "item",
|
||
"entries": [
|
||
"The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Form Substance",
|
||
"type": "item",
|
||
"entries": [
|
||
"In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created."
|
||
]
|
||
},
|
||
{
|
||
"name": "Stabilize Object",
|
||
"type": "item",
|
||
"entries": [
|
||
"The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required)."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later."
|
||
]
|
||
},
|
||
{
|
||
"name": "Githzerai Anarch",
|
||
"source": "MTF",
|
||
"page": 207,
|
||
"lairActions": [
|
||
"An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The anarch casts the {@spell lightning bolt} spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.",
|
||
"The anarch casts the {@spell creation} spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its {@status concentration} breaks.",
|
||
"The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.",
|
||
"The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required)."
|
||
]
|
||
},
|
||
"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later."
|
||
]
|
||
},
|
||
{
|
||
"name": "Glasya",
|
||
"source": "CoA",
|
||
"page": 226,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Glasya can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Change Appearance",
|
||
"entries": [
|
||
"Glasya polymorphs into a Small or Medium Humanoid she has seen, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Glasya's lair is corrupted by her presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Hag's Gaze",
|
||
"entries": [
|
||
"Every hour that a good creature travels within 1 mile of the lair, a blast of fire erupts from one of the eye sockets of the lair. If the target fails a {@dc 23} Dexterity saving throw, they take 42 ({@damage 12d6}) fire damage, half on a successful save. If the creature was flying and fails the saving throw, it falls. Only one such creature is targeted each hour."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Glasya dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Gold Dragon",
|
||
"source": "MM",
|
||
"page": 114,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.",
|
||
"One creature the dragon can see within 120 feet of it must succeed on a {@dc 15} Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Action",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Gold Dragon||adult} or {@creature Ancient Gold Dragon||ancient}) gold dragon can use the following additional lair action while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Glow",
|
||
"entry": "Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.",
|
||
"Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.",
|
||
"Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius."
|
||
]
|
||
},
|
||
"If the dragon dies, these effects end immediately.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beneficent Trail",
|
||
"entry": "Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Emanation of Justice",
|
||
"entry": "Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Liar's Revelation",
|
||
"entry": "Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Gravekeeper",
|
||
"source": "DoDk",
|
||
"lairActions": [
|
||
"When fighting inside its lair, the Gravekeeper can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Gravekeeper can take one lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A 10 foot radius cylinder of delerium sludge spouts up from the floor and raises 30 feet into the air before bubbling back down. Any creature caught in this spout must succeed on a DC 18 Constitution saving throw. They take 42 ({@dice 12d6}) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one {@adventure level of contamination|DoDk|12}.",
|
||
"Walls within 120 feet of the Gravekeeper sprout grasping, fleshy arms. Each creature of the Gravekeepers choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (",
|
||
"{@skill Athletics}",
|
||
") or Dexterity (",
|
||
"{@skill Acrobatics}",
|
||
") check.",
|
||
"A torch or lantern hanging in the room emits one of the Gravekeeper's lantern blasts."
|
||
]
|
||
},
|
||
"The Gravekeeper can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."
|
||
]
|
||
},
|
||
{
|
||
"name": "Graz'zt",
|
||
"source": "MPMM",
|
||
"page": 148,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Graz'zt can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Command",
|
||
"type": "item",
|
||
"entries": [
|
||
"Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets."
|
||
]
|
||
},
|
||
{
|
||
"name": "Conjure Mirrors",
|
||
"type": "item",
|
||
"entries": [
|
||
"Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Agitated Beasts",
|
||
"type": "item",
|
||
"entries": [
|
||
"Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons."
|
||
]
|
||
},
|
||
{
|
||
"name": "Beguiling Realm",
|
||
"type": "item",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks have advantage."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mirrors Everywhere",
|
||
"type": "item",
|
||
"entries": [
|
||
"Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Graz'zt",
|
||
"source": "MTF",
|
||
"page": 149,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Graz'zt casts the {@spell command} spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.",
|
||
"Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.",
|
||
"Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Graz'zt",
|
||
"entries": [
|
||
"If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Graz'zt",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"There is nothing in the world more important than me and my desires.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"Anyone who doesn't do exactly what I say doesn't deserve to live.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"I will not rest until I have made someone else mine, and doing so is more important to me than my own life\u2014or the lives of others.\""
|
||
],
|
||
[
|
||
"81\u201390",
|
||
"\"My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.\""
|
||
],
|
||
[
|
||
"91\u201300",
|
||
"\"Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Greater Tyrant Shadow",
|
||
"source": "CoA",
|
||
"page": 254,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the greater tyrant shadow can take one lair action to cause the following effect; it can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Despair",
|
||
"entries": [
|
||
"One creature within 300 feet of the shadow must succeed on a {@dc 22} Charisma saving throw or be overcome with despair and self-doubt. The creature has the stunned condition for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Renewal",
|
||
"entries": [
|
||
"The shadow recharges its Shadows of Death ability."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Green Dragon",
|
||
"source": "MM",
|
||
"page": 94,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and each creature there must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the roots and vines. A creature can be freed if it or another creature takes an action to make a {@dc 15} Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.",
|
||
"A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a {@dc 15} Dexterity saving throw. A creature that fails the save takes 18 ({@damage 4d8}) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a {@dc 15} Dexterity saving throw once each round it's in contact with the wall, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.",
|
||
"Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Green Dragon||adult} or {@creature Ancient Green Dragon||ancient}) green dragon can use one or both of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Creeper Vines",
|
||
"entry": "The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become {@creature Zombie||zombies}. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Lashing Root",
|
||
"entry": "One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 ({@damage 3d6}) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"entries": [
|
||
"Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a {@dc 15} Dexterity saving throw once each round it's in contact with the thickets or take 3 ({@damage 1d6}) piercing damage from thorns.",
|
||
"Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage."
|
||
]
|
||
},
|
||
"Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.",
|
||
"Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator."
|
||
]
|
||
},
|
||
"If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within {@dice 1d10} days, they become mundane plants and normal {@quickref difficult terrain||3}, losing their thorns.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Inviting Whispers",
|
||
"entry": "Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Twisted Messengers",
|
||
"entry": "The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Green Hag",
|
||
"source": "MM",
|
||
"page": 177,
|
||
"_copy": {
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful green hag might have the following additional lair action:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"regionalEffects": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.",
|
||
"The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.",
|
||
"Trees transform into {@creature awakened tree||awakened trees} and attack when hostile intruders are near."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"page": 159,
|
||
"lairActions": [
|
||
"The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.",
|
||
"On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.",
|
||
"The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.",
|
||
"The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.",
|
||
"Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.",
|
||
"Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Halaster Blackcloak",
|
||
"source": "WDMM",
|
||
"page": 310,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa.",
|
||
"Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way.",
|
||
"Halaster deactivates or reactivates one of Undermountain's magic gates. The gate must be within 120 feet of him."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can't be harmed or dispelled, but it winks out within an {@spell antimagic field}. A scrying eye lasts until Halaster ends the effect (no action required).",
|
||
"A minor illusory effect is triggered, as though Halaster had cast {@spell minor illusion} in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an {@condition invisible} figure, and illusory footprints appearing on a dusty floor.",
|
||
"Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can't be harmed, and it doesn't acknowledge creatures or objects in any way. It can't be dispelled but is suppressed within an {@spell antimagic field}."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Hierophant Medusa",
|
||
"source": "BMT",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions; the medusa can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Petrifying Wave",
|
||
"entry": "Up to three creatures the medusa can see within the lair are partially turned to stone. Each target must make a DC 15 Constitution saving throw. On a failed save, a target's speed is reduced to 0 and can't increase. On a successful save, its speed is halved. The target's speed returns to normal on initiative count 20 on the following round."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Sudden Stonework",
|
||
"entry": "The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wall's space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Undulating Surface",
|
||
"entry": "Solid surfaces within the lair ripple like a snake's coils. Up to three creatures the medusa can see within the lair can move up to 30 feet along solid surfaces without provoking opportunity attacks. If a creature moves along a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a medusa's lair is altered by the medusa's presence, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Faces in Stone",
|
||
"entry": "Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the eye or through dim light or fog."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Gathered Knowledge",
|
||
"entry": "Within the lair, creatures have advantage on ability checks made to discover or recall information relevant to the medusa's divine purpose."
|
||
}
|
||
]
|
||
},
|
||
"If the medusa dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Hraesvelgr",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Pillar of Wind",
|
||
"entries": [
|
||
"One creature within 60 feet that Hraesvelgr can see must succeed on a DC 19 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. A creature can take an action to free the restrained creature by succeeding on a DC 19 Strength check. If the restrained creature has a way to pull itself out of the air, it can free itself in the same way. If the restrained creature has a flying speed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, this effect lasts until Hraesvelgr uses this lair action again or until he dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Powerful Exhale",
|
||
"entries": [
|
||
"Hraesvelgr unleashes a blast of wind in a 60-foot cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or be knocked prone."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Terrifying Utterance",
|
||
"entries": [
|
||
"Hraesvelgr lets out a thunderous bellow. Each creature within 30 feet of him and that can hear him must succeed on a DC 19 Constitution saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Hraesvelgr's lair is warped by his magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Active Weather",
|
||
"entries": [
|
||
"Strong windstorms are common within 6 miles of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Roosting Rocs",
|
||
"entries": [
|
||
"Within 3 miles of the lair, giant avian Beasts are more populous and fiercely defend the area against intruders."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stench of Decay",
|
||
"entries": [
|
||
"The wind within 10 miles of the lair bears a pungent carrion stench."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Hraesvelgr dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Hythonia",
|
||
"source": "MOT",
|
||
"page": 252,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Hythonia briefly animates creatures that have been {@condition petrified} by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also {@condition grappled} (escape {@dc 15}).",
|
||
"Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a {@dc 19} Constitution saving throw or take 5 ({@damage 2d4}) piercing damage and become {@condition poisoned} until the end of its next turn. While {@condition poisoned} in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the {@spell confusion} spell."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A large population of snakes dwells in the region.",
|
||
"Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone.",
|
||
"Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} for 8 hours. An affected creature can repeat the saving throw at the end of each hour."
|
||
]
|
||
}
|
||
],
|
||
"mythicEncounter": [
|
||
"Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action.",
|
||
"You might foreshadow Hythonia using her mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait:",
|
||
{
|
||
"type": "insetReadaloud",
|
||
"entries": [
|
||
"The medusa's skin cracks, turns a lifeless gray, and shatters! The monster crumbles to dust\u2014but what clatters to the ground isn't scale and bone, but hollow stone. The sound of rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales."
|
||
]
|
||
},
|
||
"Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17 creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin."
|
||
]
|
||
},
|
||
{
|
||
"name": "Illithilich",
|
||
"source": "VGM",
|
||
"page": 172,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the illithilich can take a lair action to cause one of the following magical effects; the illithilich can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The illithilich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.",
|
||
"The illithilich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the illithilich to the target. Whenever the illithilich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the illithilich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the illithilich or the target is no longer in the illithilich's lair.",
|
||
"The illithilich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the illithilich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Imix",
|
||
"source": "PotA",
|
||
"page": 214,
|
||
"lairActions": [
|
||
"Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}, in addition to the normal damage for contact with molten rock.",
|
||
"A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) fire damage.",
|
||
"A {@item wave} of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a {@dc 15} Constitution saving throw or take {@damage 1d8} fire damage. Creatures that take fire damage from this effect gain one level of {@condition exhaustion}. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A dry, baking heat {@item wave} strikes the region within 10 miles of Imix's location. At first, effects are minor - grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly.",
|
||
"Wildfires erupt within a 5-mile radius of Imix's lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 10 ({@damage 3d6}) fire damage. A wildfire continues to threaten the characters for {@dice 1d10} rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed.",
|
||
"Lava fountains erupt from the ground within 1 mile of Imix's lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a {@dc 21} Dexterity saving throw or take 11 ({@damage 2d10}) bludgeoning damage plus 17 ({@damage 5d6}) fire damage. A fountain lasts for {@dice 2d10} rounds before subsiding.",
|
||
"Wildfires or volcanic fissures within 1 mile of Imix's lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points."
|
||
]
|
||
},
|
||
"If Imix is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Juiblex",
|
||
"source": "MPMM",
|
||
"page": 160,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Juiblex can take one of the following lair actions; it can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Green Slime",
|
||
"entries": [
|
||
"A {@hazard green slime} (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Slippery Slime",
|
||
"entries": [
|
||
"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.",
|
||
"The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Sticky Slime",
|
||
"entries": [
|
||
"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.",
|
||
"A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature that can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Acidic Water",
|
||
"entries": [
|
||
"Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Corrupted Nature",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Slime",
|
||
"entries": [
|
||
"Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Juiblex dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Juiblex",
|
||
"source": "MTF",
|
||
"page": 151,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature who can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.",
|
||
"Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.",
|
||
"A {@hazard green slime} (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Juiblex's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Juiblex dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Juiblex",
|
||
"entries": [
|
||
"If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Juiblex",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"I must consume everything I can!\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"I refuse to part with any of my possessions.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"I'll do everything I can to get others to eat and drink beyond their normal limits.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"I must possess as many material goods as I can.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"My personality is irrelevant. I am defined by what I consume.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Keresta Delvingstone",
|
||
"source": "WDMM",
|
||
"page": 232,
|
||
"regionalEffects": [
|
||
"Vanrakdoom is Keresta's lair, and the following regional effects are noticeable throughout it:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Fog creeps into areas of dim light or darkness. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.",
|
||
"Rats and bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness."
|
||
]
|
||
},
|
||
"If Keresta is destroyed, the fog disperses, and the rats and bats gradually die off until only a scattered few remain."
|
||
]
|
||
},
|
||
{
|
||
"name": "Ki-rin",
|
||
"source": "MPMM",
|
||
"page": 162,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Create Comforts",
|
||
"entries": [
|
||
"The ki-rin conjures up one or more permanent objects made of soft, plant-based material\u2014including manufactured objects like pillows, rope, blankets, and clothing\u2014that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Create Stone and Metal",
|
||
"entries": [
|
||
"The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Create Wood",
|
||
"entries": [
|
||
"The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blessed Nature",
|
||
"entries": [
|
||
"Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Controlled Weather",
|
||
"entries": [
|
||
"A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Pure Waters",
|
||
"entries": [
|
||
"Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Realm of Respite",
|
||
"entries": [
|
||
"Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Safe Descents",
|
||
"entries": [
|
||
"Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years."
|
||
]
|
||
},
|
||
{
|
||
"name": "Ki-rin",
|
||
"source": "VGM",
|
||
"page": 163,
|
||
"lairActions": [
|
||
"Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour."
|
||
],
|
||
"regionalEffects": [
|
||
"The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.",
|
||
"Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.",
|
||
"Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.",
|
||
"A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.",
|
||
"Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage."
|
||
]
|
||
},
|
||
"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years."
|
||
]
|
||
},
|
||
{
|
||
"name": "Kraken",
|
||
"source": "MM",
|
||
"page": 197,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.",
|
||
"Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.",
|
||
"The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.",
|
||
"Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).",
|
||
"Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area."
|
||
]
|
||
},
|
||
"When the kraken dies, all of these regional effects fade immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Kyrilla, Accursed Gorgon",
|
||
"source": "AitFR-DN",
|
||
"page": 12,
|
||
"lairActions": [
|
||
"When fighting inside her lair, Kyrilla can invoke the ambient magic there to take lair actions. On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Kyrilla casts {@spell moonbeam} (no components required). While maintaining {@status concentration} on this effect, she can't take other lair actions.",
|
||
"Kyrilla casts {@spell cloud of daggers} (no components required), except the daggers are flying snakes and the spell deals piercing damage. While maintaining {@status concentration} on this effect, she can't take other lair actions.",
|
||
"Pools of liquid within 60 feet of Kyrilla surge and froth, splashing and soaking any creature on the ground within 5 feet of such pools. Creatures that succeed on a DC 14 Dexterity saving throw avoid getting liquid in their eyes and mouths. Kyrilla can't use this lair action again until she has used a different one."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Kyrilla's lair is warped by her accursed nature and the meteoric stone around her, which together create the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Water sources within the lair are supernaturally fouled and poisonous. Creatures that drink these waters must make a DC 14 Constitution saving throw or be {@condition poisoned} for 1 minute. Afflicted creatures can make a new saving throw at the end of each of their turns, ending the condition on a success.",
|
||
"Plants within 1 mile of the lair suffer from a calcifying mold that dries and hardens leaves, killing many otherwise hearty thistles and heather.",
|
||
"Fog lightly obscures the land within 3 miles of the lair."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Levistus",
|
||
"source": "CoA",
|
||
"page": 228,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Levistus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Icemaw",
|
||
"entries": [
|
||
"One creature within 60 feet of Levistus, that he can see, must make a {@dc 23} Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape {@dc 21}) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The icy regions containing Levistus' lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Frozen Landscape",
|
||
"entries": [
|
||
"Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 ({@damage 6d6}) cold damage at the start of their turn."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Levistus dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Lich",
|
||
"source": "MM",
|
||
"page": 202,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.",
|
||
"The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.",
|
||
"The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Lichen Lich",
|
||
"source": "CM",
|
||
"page": 223,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the lichen lich can take a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a DC 19 Constitution saving throw or be {@condition poisoned} until the end of its next turn. The cloud lasts for 1 minute or until it is dispersed by a strong wind.",
|
||
"The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative count, and obeys the lich's commands. The shambling mound dies after 1 hour or when the lich uses this lair action again.",
|
||
"Rotten roots and vines magically erupt in a 20-foot radius centered on a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes {@quickref difficult terrain||3}, and each creature in the area must succeed on a DC 19 Strength saving throw or be {@condition restrained} by the roots. As an action, a creature can try to free itself or another creature within its reach, doing so with a successful DC 19 Strength ({@skill Athletics}) check. The roots and vines wilt away when the lich uses this lair action again or when the lich dies."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Lord of the Hunt",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cry Havoc",
|
||
"entries": [
|
||
"The Wild Hunt echoes with an otherworldly war cry. One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be 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."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Encourage Undergrowth",
|
||
"entries": [
|
||
"Plants erupt from a point on the ground the Lord of the Hunt can see within 120 feet of him. The area within 20 feet of that point is difficult terrain. A creature that enters the difficult terrain for the first time on a turn or starts its turn there must succeed on a DC 19 Dexterity saving throw or take 9 ({@dice 2d8}) poison damage and be restrained by vines. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 19 Strength check. The plants remain until the Lord of the Hunt uses this lair action again or until he dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mark Prey",
|
||
"entries": [
|
||
"One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be magically marked until initiative count 20 on the next round. The Lord has advantage on attack rolls against the marked target."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the Lord of the Hunt's encampment is warped by his magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Game Preserve",
|
||
"entries": [
|
||
"Game animals become plentiful within 3 miles of the lair. Wisdom ({@skill Survival}) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Hunting Grounds",
|
||
"entries": [
|
||
"Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spooked Animals",
|
||
"entries": [
|
||
"Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"When the Lord of the Hunt breaks camp or dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Lunar Dragon",
|
||
"source": "BAM",
|
||
"regionalEffects": [
|
||
"The region containing an ancient or adult lunar dragon's lair is warped by the dragon's magic, which produces one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Black Frost",
|
||
"entries": [
|
||
"A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Haunting Moan",
|
||
"entries": [
|
||
"A haunting sound gets louder or fainter (dragon's choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Moon Devils",
|
||
"entries": [
|
||
"Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of {@dice 1d10} days, allowing plant life in the area to recover."
|
||
]
|
||
},
|
||
{
|
||
"name": "Malaxxix",
|
||
"source": "BMT",
|
||
"lairActions": [
|
||
"In its lair on initiative count 20 (losing initiative ties), Malaxxix can take one of the following lair actions; Malaxxix can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Reassemble",
|
||
"entry": "Malaxxix chooses either itself or the palanquin. The target gains 19 ({@dice 3d12}) temporary hit points."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Slam",
|
||
"entry": "Malaxxix commands the palanquin to slam the ground. Each creature within 15 feet of the palanquin must make a DC 20 Strength saving throw. On a failed save, a creature takes 11 ({@dice 2d10}) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Surge",
|
||
"entry": "Malaxxix commands the palanquin to move up to its speed."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region around the Unborn Palanquin is warped by its presence, creating the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Cranial Discomfort",
|
||
"entry": "Creatures that spend more than 24 hours within 1 mile of the palanquin hear an incessant scraping sound in their minds."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Grinding Gears",
|
||
"entry": "Constructs within 1 mile of the palanquin move sluggishly. Constructs' speeds are halved, and they have disadvantage on Dexterity saving throws."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Swarming Insects",
|
||
"entry": "Insects and insectile Beasts within 1 mile of the palanquin become disoriented and aggressive, coalescing into unnatural swarms and attacking any creatures in sight."
|
||
}
|
||
]
|
||
},
|
||
"If Malaxxix dies or the Unborn Palanquin is destroyed, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mammon",
|
||
"source": "CoA",
|
||
"page": 230,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Mammon can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Greedy",
|
||
"entries": [
|
||
"A creature of Mammon's choice automatically fails their next saving throw."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Mammon's lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Rotting Vegetation",
|
||
"entries": [
|
||
"Within 3 miles of the lair, the plant life is even more sickly and decayed, and the water is polluted and toxic. A creature that isn't a Fiend that eats or drinks from these sources must succeed on a {@dc 19} Constitution saving throw or die."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Mammon dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Marlos Urnrayle",
|
||
"source": "PotA",
|
||
"page": 199,
|
||
"lairActions": [
|
||
"If Marlos is in the earth node while {@creature Ogrémoch|PotA} isn't, the medusa can take lair actions. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast {@spell earthquake} without using components. As long as he maintains {@status concentration} on {@spell earthquake}, initiative count 20 is the start of Marlos's turn for the purpose of the spell. He can take no other lair actions while {@status concentration||concentrating} on {@spell earthquake}.",
|
||
"Marlos's second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 ({@dice 6d8 + 3}) hit points."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mephistopheles",
|
||
"source": "CoA",
|
||
"page": 232,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Conjure Hellfire",
|
||
"entries": [
|
||
"Mephistopheles covers a 5-foot square with Hellfire. Any creature that starts their turn in the Hellfire takes 27 ({@damage 6d8}) fire damage. The Hellfire remains until Mephistopheles dismisses it."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Mephistopheles' lair is corrupted by his presence, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Geysers",
|
||
"entries": [
|
||
"Within 1 mile of Mephistopheles' lair, every 100 feet of movement results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a {@dc 22} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage. The geyser continues erupting for 24 hours."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Mephistopheles dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mephistopheles",
|
||
"source": "MaBJoV",
|
||
"page": 99,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause one of the following effects; Mephistopheles can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Mephistopheles casts any spell from his wizard list and if it normally requires {@status concentration}, it lasts for the full duration instead.",
|
||
"Mephistopheles covers a 5-foot area with Hellfire. Any creature that starts their turn on that area suffers 27 ({@damage 6d8}) fire damage. The Hellfire remains until Mephistopheles dismisses it or he uses this ability again."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Mephistopheles's lair is corrupted by his presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Flaming winds scour the area within 2 miles of Mephistopheles's lair. Any creature with vulnerability to fire damage suffers 1 level of {@condition exhaustion} for every hour spent this close to the lair.",
|
||
"Within 2 miles of Mephistopheles's lair, every 60 feet of movement results in a flame geyser erupting. When a geyser appears, the creature that triggered its appearance and fails a Dexterity 22 saving throw suffers 10 ({@damage 3d6}) fire damage. Damage is halved if the saving throw is successful. The geyser remains for a day."
|
||
]
|
||
},
|
||
"If Mephistopheles dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Merrenoloth",
|
||
"source": "MPMM",
|
||
"page": 180,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Gale",
|
||
"type": "item",
|
||
"entries": [
|
||
"The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."
|
||
]
|
||
},
|
||
{
|
||
"name": "Propel",
|
||
"type": "item",
|
||
"entries": [
|
||
"A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"name": "Repair",
|
||
"type": "item",
|
||
"entries": [
|
||
"The vessel regains 22 ({@dice 4d10}) hit points."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A merrenoloth imbues its vessel with magic that creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Unerring",
|
||
"type": "item",
|
||
"entries": [
|
||
"The vessel always stays on course to the destination the merrenoloth names."
|
||
]
|
||
},
|
||
{
|
||
"name": "Unsinkable",
|
||
"type": "item",
|
||
"entries": [
|
||
"The vessel doesn't sink even if its hull is breached."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours."
|
||
]
|
||
},
|
||
{
|
||
"name": "Merrenoloth",
|
||
"source": "MTF",
|
||
"page": 250,
|
||
"lairActions": [
|
||
"Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The ship regains 22 ({@dice 4d10}) hit points.",
|
||
"A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.",
|
||
"The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The ship doesn't sink even if its hull is breached.",
|
||
"The ship always stays on course to the destination the merrenoloth names.",
|
||
"Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage."
|
||
]
|
||
},
|
||
"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mithral Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Impaling Spikes",
|
||
"entries": [
|
||
"Metallic spikes sprout from the ground beneath one creature the dragon can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 10 ({@dice 3d6}) piercing damage and is restrained as it is impaled on the magical spikes. On a success, a creature takes half the damage and isn't restrained. A creature, including the restrained target, can take its action to free the restrained target by succeeding on a DC 15 Strength check to break the spikes."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Shimmering Scales",
|
||
"entries": [
|
||
"Light within the lair bends toward the dragon, reflecting brilliantly off its scales. Each creature within 30 feet of the dragon and that can see it must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Wave of Peace",
|
||
"entries": [
|
||
"A pulse of calming energy washes over the lair. Each hostile creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or become indifferent about creatures of the dragon's choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature can choose to become hostile again."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Calming Air",
|
||
"entries": [
|
||
"Humanoids within 6 miles of the lair experience feelings of peace and are less prone to mood swings. Dragons within 6 miles of the lair experience the opposite effect, becoming plagued by anxiety and irritability."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Peaceful Realm",
|
||
"entries": [
|
||
"When a Dragon or Humanoid within 3 miles of the lair attempts to commit an act of violence against a Dragon or Humanoid and that act of violence isn't in self-defense, that creature must succeed on a DC 13 Wisdom saving throw or be unable to commit acts of violence, other than self-defense, for 1 minute. The dragon can choose to suppress this effect for any creature."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Shining Mithral",
|
||
"entries": [
|
||
"Objects made from metals other than mithril appear dull and feel heavy while within 1 mile of the dragon's lair."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Moonlit King",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Frightful Whispers",
|
||
"entries": [
|
||
"Disembodied whispers speaking of despair and failure erupt from a point the Moonlit King can see within 120 feet of him. Each non-Fiend creature within 15 feet of that point must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Maddening Hallucinations",
|
||
"entries": [
|
||
"Shadows and moonlight dance around up to three creatures the Moonlit King can see within 60 feet of him. Each target must succeed on a DC 19 Wisdom saving throw or be incapacitated until the end of its next turn as hallucinations fill its mind. If the saving throw fails by 5 or more, the target suffers short-term madness."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Moonlit Illumination",
|
||
"entries": [
|
||
"Four beams of moonlight appear on points the Moonlit King can see within 120 feet of him. Each beam sheds dim light in a 10-foot radius centered on a point. The moon beams last until the Moonlit King uses this lair action again or until he dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the Moonlit King's lair is warped by his magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Constant Moonlight",
|
||
"entries": [
|
||
"Weather conditions don't inhibit moonlight shining within 10 miles of the lair\u2014clouds part, rain seems to channel moonbeams, and snow takes on a luminous silver glow."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stryx Network",
|
||
"entries": [
|
||
"The area within 5 miles of the Moonlit King's lair attracts hundreds of stryxes and owls. The King can choose to see or hear through the senses of any stryx or owl in this area."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Waking Dreams",
|
||
"entries": [
|
||
"Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 3 miles of the lair."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the Moonlit King dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Moonstone Dragon",
|
||
"source": "FTD",
|
||
"page": 212,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Banish into Dream",
|
||
"entry": "The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is {@condition stunned}. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Compulsive Dance",
|
||
"entry": "The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is {@condition incapacitated} and must use all its movement to dance."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Disorienting Visions",
|
||
"entry": "Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Dream Communication",
|
||
"entry": "Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Planar Transition",
|
||
"entry": "The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, any portals near the lair close immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Morkoth",
|
||
"source": "MPMM",
|
||
"page": 186,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Cast a Spell",
|
||
"type": "item",
|
||
"entries": [
|
||
"The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot."
|
||
]
|
||
},
|
||
{
|
||
"name": "Hypnotize",
|
||
"type": "item",
|
||
"entries": [
|
||
"The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"name": "Alter Water",
|
||
"type": "item",
|
||
"entries": [
|
||
"With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear)."
|
||
]
|
||
},
|
||
{
|
||
"name": "Locate Creatures and Objects",
|
||
"type": "item",
|
||
"entries": [
|
||
"The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't."
|
||
]
|
||
},
|
||
{
|
||
"name": "Lost Possessions",
|
||
"type": "item",
|
||
"entries": [
|
||
"Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered."
|
||
]
|
||
},
|
||
{
|
||
"name": "Supernatural Lure",
|
||
"type": "item",
|
||
"entries": [
|
||
"Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the morkoth dies, these regional effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Morkoth",
|
||
"source": "VGM",
|
||
"page": 177,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.",
|
||
"The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.",
|
||
"Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence ({@skill Investigation}) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.",
|
||
"Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.",
|
||
"With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear)."
|
||
]
|
||
},
|
||
"If the morkoth dies, these regional effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Mummy Lord",
|
||
"source": "MM",
|
||
"page": 229,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.",
|
||
"Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.",
|
||
"Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.",
|
||
"{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25|25 percent} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.",
|
||
"A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."
|
||
]
|
||
},
|
||
"If the mummy lord is destroyed, these regional effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Murgaxor",
|
||
"source": "SCC",
|
||
"page": 180,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't use that action again until he finishes a long rest:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Clay Behemoth",
|
||
"entry": "A {@creature clay golem} erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Earthen Fist",
|
||
"entry": "A medium fist of packed earth rises from the floor in an unoccupied space that Murgaxor can see within 30 feet of him. The fist attacks when one creature of his choice is within 4 feet of the fist. The fist has a +11 bonus to hit, and on a hit, the target takes 13 ({@dice 3d8}) bludgeoning damage and is grappled (escape DC 15). The fist disappears if the attack roll misses or if the grapple ends. When the fist disappears, this lair action recharges, allowing Murgaxor to use it again."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Necrotic Burst",
|
||
"entry": "Tendrils of necrotic energy erupt from the ritual circle and lash out at any number of creatures Murgaxor can see within 15 feet of the circle. Each target must succeed on a DC 15 Dexterity saving throw, or it takes 5 ({@dice 1d10}) necrotic damage and can't regain hit points until the start of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Summon Mephits",
|
||
"entry": "Murgaxor summons four {@creature mud mephit||mud mephits} that appear in unoccupied spaces within 15 feet of the ritual circle. The mephits obey Murgaxor's commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Night Hag",
|
||
"source": "MM",
|
||
"page": 178,
|
||
"_copy": {
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful night hag might have the following additional lair actions:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.",
|
||
"The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"regionalEffects": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Shadows seem abnormally gaunt and sometimes move on their own as though alive.",
|
||
"Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.",
|
||
"Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
"name": "Nihileth Aboleth",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the nihileth can take a lair action to cause one of the following effects; the nihileth can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Open the Void",
|
||
"entries": [
|
||
"Up to three points in water the nihileth can see within 90 feet of it become conduits to the Void. Each creature within 10 feet of a point must succeed on a DC 15 Wisdom saving throw or take 7 ({@dice 2d6}) necrotic damage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Void Absorbance",
|
||
"entries": [
|
||
"The nihileth can pull the life force from nearby nihilethic zombies and dominators to replenish its own life. Nihilethic dominators and zombies within 30 feet of the nihileth take a total of 21 ({@dice 6d6}) psychic damage, divided evenly between them, and the nihileth regains hp equal to that amount. If a zombie or dominator is reduced to 0 hp from this damage, it is destroyed."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Void Shuffle",
|
||
"entries": [
|
||
"The nihileth calls on the power of the Void within its lair to rearrange its servitors. The nihileth can teleport each nihilethic dominator and zombie it can see within 60 feet of it to an unoccupied space within 15 feet of the target's starting location."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a nihileth's lair is corrupted by its presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Befouled Water",
|
||
"entries": [
|
||
"Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the nihileth's disease. A creature that drinks such water must succeed on a DC 11 Constitution saving throw or become infected with the{@i nihilethic rot}disease (see the Nihilethic Rot trait)."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thinned Veil",
|
||
"entries": [
|
||
"The veil between the Material Plane and the Void is thinner within 1 mile of the nihileth's lair. Beasts born or hatched in the area often have additional vestigial limbs, protoeyes, black or sludge-like blood, or similar signs of the corrupting influence of the Void."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Nintra Siotta",
|
||
"source": "CM",
|
||
"page": 197,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties) Nintra can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity saving throw, taking 13 ({@damage 3d8}) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20.",
|
||
"Nintra targets one pane of shadow glass in her lair, briefly transforming it into a swirling vortex. One creature of her choice within 20 feet of the pane must succeed on a DC 20 Strength saving throw or be drawn into the vortex, taking 11 ({@damage 2d10}) necrotic damage. The creature is then teleported to an unoccupied space within 5 feet of another pane of shadow glass in Nintra's lair (determined randomly)."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Ogrémoch",
|
||
"source": "PotA",
|
||
"page": 216,
|
||
"lairActions": [
|
||
"Ogrémoch can assert his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns to sticky mud. Any creature on the ground in the area must succeed on a {@dc 15} Dexterity saving throw or sink 5 feet into the mud and be {@condition restrained}. A creature can take an action to make a {@dc 15} Strength check, ending the effect on itself or another creature within its reach on a success.",
|
||
"Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area becomes {@quickref difficult terrain||3}. A creature that moves through the affected area takes {@damage 1d8} piercing damage for every 5 feet it moves there. Creatures that are knocked {@condition prone} in the area also take this damage.",
|
||
"A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature other than Ogrémoch on the ground in the area must succeed on a {@dc 15} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone}."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Earth tremors strike the region within 10 miles of Ogrémoch's location every {@dice 2d12} hours, each lasting {@dice 1d10} rounds. At first, damage is minor\u2014broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures.",
|
||
"Magnetic disturbances within 10 miles of Ogrémoch prevent compasses from functioning there.",
|
||
"Hidden sinkholes and fissures form within 1 mile of Ogrémoch's location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom ({@skill Perception}) score of 15 or higher or spotted with a successful {@dc 15} Wisdom ({@skill Survival}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole or fissure.",
|
||
"Natural caves and tunnels within 1 mile of Ogrémoch's lair form intermittent portals to the Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near those points."
|
||
]
|
||
},
|
||
"If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Olhydra",
|
||
"source": "PotA",
|
||
"page": 218,
|
||
"lairActions": [
|
||
"Olhydra can command the waters around herself to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra uses her lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a {@dc 20} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.",
|
||
"Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with {@sense darkvision} can't see through the water, and light can't illuminate it.",
|
||
"A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) cold damage."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"Olhydra's presence in an elemental node creates a number of widespread effects\u2014bad weather, strong tides, and increasing aggression from dangerous sea life.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every {@dice 2d12} hours, and lasts {@dice 1d3} hours. Downpours are so heavy that creatures moving overland travel at half normal speed",
|
||
"Within 5 miles of the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.",
|
||
"Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is {@condition frightened} and attempts to leave the area, remaining {@condition frightened} while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects.",
|
||
"Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the mortal world to dwell near those points."
|
||
]
|
||
},
|
||
"If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Orcus",
|
||
"source": "MPMM",
|
||
"page": 204,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Deadly Utterance",
|
||
"entries": [
|
||
"Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Grasp of the Dead",
|
||
"entries": [
|
||
"Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases them (no action required)."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Undead Servants",
|
||
"entries": [
|
||
"Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Charnel Realm",
|
||
"entries": [
|
||
"The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Undead Beasts",
|
||
"entries": [
|
||
"Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Orcus dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Orcus",
|
||
"source": "MTF",
|
||
"page": 153,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair.",
|
||
"Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair.",
|
||
"Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a {@dc 23} Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases their grasp (no action required)."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.",
|
||
"The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Orcus dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Orcus",
|
||
"entries": [
|
||
"If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Orcus",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"I often become withdrawn and moody, dwelling on the insufferable state of life.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"I am compelled to make the weak suffer.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"I have no compunction against tampering with the dead in my search to better understand death.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"I want to achieve the everlasting existence of undeath.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"I am awash in the awareness of life's futility.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Pact Vampire",
|
||
"source": "ToB1-2023",
|
||
"regionalEffects": [
|
||
"The region containing a pact vampire's lair is warped by its presence, which creates one or more of the following effects.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Hemophilia",
|
||
"entries": [
|
||
"Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Overcast Skies",
|
||
"entries": [
|
||
"The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thinned Veil",
|
||
"entries": [
|
||
"The veil between the Material Plane within 1 mile of the lair and the vampire's patron's home plane is thinned. Conjuration spells that pull from the patron's home plane are more potent and last longer, and planar travel between the Material Plane and the patron's home plane is easier."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the pact vampire dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Pazrodine",
|
||
"source": "BMT",
|
||
"lairActions": [
|
||
"The entire Seelie Market is Pazrodine's lair. Pazrodine's challenge rating is 22 (41,000 XP) when she's encountered in Seelie Market.",
|
||
"On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair actions; she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Banish into Dream",
|
||
"entry": "Pazrodine targets a creature she can see within 120 feet of herself and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target has the stunned condition. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Overwhelm the Senses",
|
||
"entry": "Pazrodine targets up to three creatures she can see within 30 feet of herself. The sounds, sights, and scents of the market intensify for these creatures, overwhelming them with bright colors, echoey chatters, and sweet smells. Each target must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition until the end of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Whirlwind of Fruit",
|
||
"entry": "Fey fruit flies out from nearby carts, creating a whirlwind of fruit in a 10-foot-radius, 30-foot-high cylinder centered on a point within 60 feet of Pazrodine until initiative count 20 on the next round. When a creature enters the whirlwind's area for the first time on its turn or starts its turn there, it must make a DC 15 Dexterity saving throw, taking 11 ({@dice 2d10}) bludgeoning damage on a failed save, or half as much damage on a successful one."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Pazuzu",
|
||
"source": "MaBJoV",
|
||
"page": 103,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; Pazuzu can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Pazuzu opens a portal and summons forth {@dice 1d4} {@creature peryton||perytons} or {@creature gargoyle||gargoyles}.",
|
||
"Pazuzu casts {@spell insect plague} but does not need to concentrate to maintain it. The insects inflict 33 ({@damage 6d10}) piercing damage.",
|
||
"Pazuzu telepathically speaks to all creatures within 120 ft. of him and offers each what they most desire. Each target must succeed on a DC 21 Charisma saving throw or forfeit their next action as they contemplate the decision. A good-aligned target may voluntarily fail the saving throw and forfeit their action to agree to Pazuzu's terms. If so, and if he has the {@spell wish} spell available, he will cast it as long as he sees no immediate negative consequence to his doing so. Pazuzu does not suffer any of the negative effects of casting the {@spell wish} spell."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Pazuzu's lair is warped by his presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A warm, sickly sweet wind blows briskly within one mile of Pazuzu. Each day, upon first encountering this wind, every creature must make a DC 21 Constitution saving throw or immediately vomit, suffering 14 ({@damage 4d6}) necrotic damage. Those that failed the saving throw are also {@condition poisoned} for one hour.",
|
||
"Any flying creature of CR 2 or less becomes twisted after a day spent within 6 miles of Pazuzu. If not already evil-aligned, they become so. Flying insects, birds, and other flying creatures will harass any other creatures moving through the region, slowing movement by one half."
|
||
]
|
||
},
|
||
"If Pazuzu dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Queen of Night and Magic",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Demoralizing Assault",
|
||
"entries": [
|
||
"Visions of hopelessness and despair assail the mind of one creature the Queen can see within 60 feet of her. The creature must succeed on a DC 23 Wisdom saving throw or be stunned until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Extinguish Light",
|
||
"entries": [
|
||
"Each source of magical or nonmagical bright light within 60 feet of the Queen becomes dim light, and each source of magical or nonmagical dim light within 60 feet of her becomes darkness. This effect lasts until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Wall of Shadow",
|
||
"entries": [
|
||
"An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 23 Dexterity saving throw or take 18 ({@dice 4d8}) necrotic damage. Creatures in the wall's space are pushed 5 feet out of the wall's space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semi-material shadow resists intrusion. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 23 Constitution saving throw, taking 18 ({@dice 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The wall dissipates when the Queen uses this lair action again or when she dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the Queen of Night and Magic's lair is warped by her magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Constant Surveillance",
|
||
"entries": [
|
||
"The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair. This effect works like the clairvoyance spell, except its range is 6 miles."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Living Shadow",
|
||
"entries": [
|
||
"Shadows come to life within 6 miles of the Queen's lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause the creature to have disadvantage on ability checks made to act against her interests."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Magically Active",
|
||
"entries": [
|
||
"Magic saturates the area within 6 miles of the lair, causing temporary, minor, and harmless magical effects, like random aromas wafting through the air, sudden chills, spontaneous motes of light dancing in the sky, and similar."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the Queen of Night and Magic dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Queen of Witches",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Queen of Witches takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Conjure Crystal Wall",
|
||
"entries": [
|
||
"A wall of softly glowing crystal springs up from a solid surface the Queen can see within 120 feet of her. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light in a 10-foot radius. When the wall appears, each creature within its area is pushed out of the wall's space, appearing on whichever side of the wall it wants, and must succeed on a DC 20 Dexterity saving throw or take 14 ({@dice 4d6}) radiant damage. Each 10-foot section of the wall has AC 15, 10 hp, vulnerability to thunder damage, resistance to fire, slashing, and piercing damage, and immunity to poison and psychic damage. The wall remains until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Disrupt Spellcasting",
|
||
"entries": [
|
||
"Until initiative count 20 on the next round, each creature, other than fey, that casts a spell while within 60 feet of the Queen must succeed on a DC 20 Constitution saving throw or the spell fails, expending the spell slot."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Moonlight Blast",
|
||
"entries": [
|
||
"A searing flare of moonlight bursts from a point the Queen can see within 120 feet of her. Each creature within 15 feet of that point must succeed on a DC 20 Dexterity saving throw, taking 13 ({@dice 3d8}) radiant damage on a failed save, or half as much damage on a successful one. A creature not in its true form has disadvantage on the saving throw, and if it fails, it reverts to its true form."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the Queen of Witches's lair is warped by the queen's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Lunar Constancy",
|
||
"entries": [
|
||
"Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon's light sharply penetrates the clouds."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Moonlit Audience",
|
||
"entries": [
|
||
"Calling the Queen of Witches's name under the light of the moon within 3 miles of her lair draws her attention. She can choose to teleport to the supplicant and hear their request. For 24 hours after the invocation, even if the Queen never teleported to the supplicant, she has a connection to the area where the supplicant called for her and can teleport to an unoccupied space within 30 feet of it or back to her lair as an action."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Susurrating Fog",
|
||
"entries": [
|
||
"Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the Queen of Witches dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Red Dragon",
|
||
"source": "MM",
|
||
"page": 98,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.",
|
||
"A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.",
|
||
"Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Noxious Smoke",
|
||
"entry": "A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Searing Heat",
|
||
"entry": "Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Small earthquakes are common within 6 miles of the dragon's lair.",
|
||
"Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.",
|
||
"Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Desertification",
|
||
"entry": "Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fiery Senses",
|
||
"entry": "The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Ominous Flames",
|
||
"entry": "Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "River King",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Flash Flooding",
|
||
"entries": [
|
||
"The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. A 60-foot line of water that is 10 feet wide rushes from a point on a wall the River King can see within 60 feet of him. Each creature in the line must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet away from the point on the wall, in the direction of the water's flow, and take 9 ({@dice 2d8}) bludgeoning damage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Invoke Drowning",
|
||
"entries": [
|
||
"River water fills the mouth and throat of one creature the River King can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or begin suffocating. A suffocating but conscious target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to force the water from the target's lungs by succeeding on a DC 15 Wisdom ({@skill Medicine}) check, ending the effect. Otherwise, the effect lasts until the River King uses this lair action again or until the River King dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Imperial Impression",
|
||
"entries": [
|
||
"The River King's commanding and elegant presence in his magnificent lair overwhelms one creature he can see within 120 feet. The target must succeed on a DC 18 Charisma saving throw or be charmed by the River King until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the River King's lair is warped by his magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Rushing Rapids",
|
||
"entries": [
|
||
"The currents of rivers and streams within 3 miles of the lair become strong and erratic. Each creature swimming in these rivers and streams has disadvantage on Strength ({@skill Athletics}) checks to swim, unless it has a swimming speed."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stormy Weather",
|
||
"entries": [
|
||
"Rain and thunderstorms are common within 6 miles of the lair, and they often build to torrential downpours that obscure vision and cause waterways to overflow their banks."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Well-Stocked Waterways",
|
||
"entries": [
|
||
"Lakes, ponds, rivers, and streams within 10 miles of the lair teem with fish and other wildlife."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the River King dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Riverine",
|
||
"source": "JttRC",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the riverine can take one of the following lair actions; the riverine can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "entries",
|
||
"name": "Phantasmal Mist",
|
||
"entries": [
|
||
"The riverine creates fog around a creature it can see within 120 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or take 5 ({@damage 1d10}) psychic damage and be {@condition frightened} of the riverine until the end of the target's next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "River's Fury",
|
||
"entries": [
|
||
"The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes {@quickref difficult terrain||3} until initiative count 20 on the next round. Any creature, other than the riverine, that enters the affected area or starts its turn there takes 7 ({@damage 2d6}) cold damage."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a riverine's lair flourishes under the magic of the riverine's presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Clearwater Sight",
|
||
"entries": [
|
||
"The waters of the river serve as a conduit for the riverine's consciousness. As an action, the riverine can cast the {@spell clairvoyance} spell, requiring no spell components, targeting any point along the river it's connected to."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "River's Bounty",
|
||
"entries": [
|
||
"Freshwater fauna and flora reproduce rapidly and thrive in the waters within 1 mile of the riverine's lair. Foraging in these waters yields twice the usual amount of food."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spirit Guidance",
|
||
"entries": [
|
||
"Tracks appear along the banks of the river within 6 miles of the riverine's lair. The tracks lead to potential shelters and safe passages across the river's waters, while also leading away from areas that the riverine prefers to remain undisturbed."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the riverine dies, the flora and fauna return to normal levels, and its river dries out over the course of {@dice 1d10} days. All other effects cease immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Sapphire Dragon",
|
||
"source": "FTD",
|
||
"page": 215,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Awesome Thunder",
|
||
"entry": "A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 ({@damage 3d8}) thunder damage and be {@condition stunned} until the end of its next turn."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Whisper",
|
||
"entry": "The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stone Passage",
|
||
"entry": "The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Crystal Profusion",
|
||
"entry": "Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stony Sight",
|
||
"entry": "Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any natural stone formation in that region."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Telepathic Enhancement",
|
||
"entry": "The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the {@spell Rary's telepathic bond} spell."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Wildlife",
|
||
"entry": "{@creature Giant spider||Giant spiders} (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of {@dice 1d10} days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate."
|
||
]
|
||
},
|
||
{
|
||
"name": "Sapphire Dragon",
|
||
"source": "SADS",
|
||
"page": 215,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the following round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.",
|
||
"The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.",
|
||
"A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"{@creature Giant spider||Giant spiders} are attracted to the area within 6 miles of the lair and settle there in large numbers.",
|
||
"Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.",
|
||
"Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no components, targeting any natural stone formation in that region."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Grolantor",
|
||
"source": "BGG",
|
||
"page": 165,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Grolantor is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Abundant Food",
|
||
"entry": "Crops and domestic animals grow and reproduce quickly within 6 miles of the scion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Hill Giants",
|
||
"entry": "Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Farming Weather",
|
||
"entry": "The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Memnor",
|
||
"source": "BGG",
|
||
"page": 167,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Memnor is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Compulsory Offering",
|
||
"entry": "The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Cloud Giants",
|
||
"entry": "Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mischievous Whispers",
|
||
"entry": "Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Skoraeus",
|
||
"source": "BGG",
|
||
"page": 169,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Skoraeus is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Abundant Stone and Minerals",
|
||
"entry": "Smooth stones and gems grow within 6 miles of the scion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Edible Moss",
|
||
"entry": "Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Stone Giants",
|
||
"entry": "Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Stronmaus",
|
||
"source": "BGG",
|
||
"page": 171,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Stronmaus is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Elemental Portals",
|
||
"entry": "Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Storm Giants",
|
||
"entry": "Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Extreme Weather",
|
||
"entry": "The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Surtur",
|
||
"source": "BGG",
|
||
"page": 173,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Surtur is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Abundant Ore",
|
||
"entry": "Veins of precious metals and ore are more common within 6 miles of the scion."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Desertification",
|
||
"entry": "Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Fire Giants",
|
||
"entry": "Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Scion of Thrym",
|
||
"source": "BGG",
|
||
"page": 175,
|
||
"regionalEffects": [
|
||
"The region surrounding a scion of Thrym is altered by the giant's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Biting Chill",
|
||
"entry": "Extreme cold envelops the land within 6 miles of the scion (see the {@book Dungeon Master's Guide|DMG} for rules on {@hazard extreme cold}). If the climate in the area already features extreme cold, the cold is numbing\u2014creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Empowered Frost Giants",
|
||
"entry": "Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Wildlife",
|
||
"entry": "Beasts reproduce rapidly and thrive within 6 miles of the scion."
|
||
}
|
||
]
|
||
},
|
||
"If the scion dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Sea Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Create Coral Wall",
|
||
"entries": [
|
||
"The dragon creates an opaque wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space on whichever side of the wall it wants, and it must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) slashing damage on a failed save, or half as much damage on a successful one. While the wall remains, any creature that touches the wall must also make the saving throw. Each 10-foot section of the wall has AC 5, 30 hp, resistance to fire damage, and immunity to poison damage and psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Invoke the Sea's Calm",
|
||
"entries": [
|
||
"The currents around up to four creatures in the water and that the dragon can see within 120 feet of it work against the creatures. Each target must succeed on a DC 15 Strength saving throw or it can't use reactions, its speed is halved, and it can't make more than one attack on its turn until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Whirlpools",
|
||
"entries": [
|
||
"Four vortexes of water appear centered on points underwater or on the water's surface that the dragon can see within 120 feet of it. Each vortex takes the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature that enters a vortex for the first time on a turn or starts its turn there must make a DC 15 Strength saving throw or be restrained. A creature, including a restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Chill of the Deeps",
|
||
"entries": [
|
||
"Water temperatures drop within 1 mile of the dragon's lair, turning the water frigid and endangering swimming creatures not accustomed to arctic waters."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Tempestuous Weather",
|
||
"entries": [
|
||
"Storms and rough water are more common within 6 miles of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Waterways",
|
||
"entries": [
|
||
"Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Sea Fury",
|
||
"source": "EGW",
|
||
"page": 299,
|
||
"lairActions": [
|
||
"A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.",
|
||
"On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.",
|
||
"The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing {@item wave} must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone} by it and pushed 15 feet along its course.",
|
||
"The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a {@creature specter} and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.",
|
||
"Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it.",
|
||
"Ordinary {@creature crab||crabs} and {@creature octopus||octopi} within 1 mile of the lair grow in size to become {@creature giant crab||giant crabs} and {@creature giant octopus||giant octopi}, respectively. These creatures serve the sea fury as spies and guards."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Sea Hag",
|
||
"source": "MM",
|
||
"page": 179,
|
||
"_copy": {
|
||
"name": "Hag",
|
||
"source": "VGM",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful sea hag might have the following additional lair actions:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.",
|
||
"The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"regionalEffects": {
|
||
"mode": "appendArr",
|
||
"items": [
|
||
"A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.",
|
||
"Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.",
|
||
"Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
"name": "Shadow Dragon",
|
||
"source": "FTD",
|
||
"page": 142,
|
||
"lairActions": [
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Action",
|
||
"entries": [
|
||
"Shadow dragons have access to the lair actions usable by untransformed dragons of the same kind. The effects of these actions might be cosmetically altered, seeming darker, gloomier, and more subdued. They might also deal necrotic damage instead of other damage types. At your discretion, a legendary (adult or ancient) shadow dragon can use the following additional lair action while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Banish Light",
|
||
"entry": "Any nonmagical source of illumination within a 60-foot-radius sphere centered on the dragon is snuffed out, and any spell that creates light within that same area is dispelled."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"When a shadow dragon establishes a lair on the Material Plane, the region around the lair takes on some of the characteristics of the Shadowfell, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Brooding Despair",
|
||
"entry": "Creatures within 1 mile of the dragon's lair that have an Intelligence score of 5 or higher feel forlorn and hopeless."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Dying Light",
|
||
"entry": "Light is diminished within 6 miles of the dragon's lair, {@quickref Vision and Light|PHB|2||lightly obscuring} the land in gloomy shadows."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Gloomy Portals",
|
||
"entry": "Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon's lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Silver Dragon",
|
||
"source": "MM",
|
||
"page": 117,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.",
|
||
"A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50|50 percent} chance of being extinguished."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Action",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Icy Grip",
|
||
"entry": "A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.",
|
||
"Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.",
|
||
"Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes."
|
||
]
|
||
},
|
||
"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Snow Queen",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Induce Snow Blindness",
|
||
"entries": [
|
||
"The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen's foes. Each hostile creature within 30 feet of the Snow Queen has disadvantage on attack rolls against her until initiative count 20 on the next round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Isolated Blizzard",
|
||
"entries": [
|
||
"A blast of wintry weather and heavy snow falls in a 30-foot radius centered on a point on the ground that the Snow Queen can see within 120 feet of her. The area becomes difficult terrain, and each creature that enters the area for the first time on a turn must succeed on a DC 18 Strength saving throw or be restrained by the snow. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. The snow melts away when the Queen uses this lair action again or when the Queen dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Snow Wall",
|
||
"entries": [
|
||
"A wall of dense snow erupts on a solid surface within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 18 Dexterity saving throw or take 14 ({@dice 4d6}) cold damage and be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, though the wall is filled with freezing snow. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 ({@dice 4d6}) cold damage on a failed save, or half as much damage on a successful one. Each 10-foot section of the wall has AC 5, 15 hp, vulnerability to fire damage, resistance to bludgeoning damage, and immunity to cold, poison, and psychic damage. The wall melts when the Queen uses this lair action again or when she dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the Snow Queen's lair is warped by her magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Concealing Flurries",
|
||
"entries": [
|
||
"Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Permafrost",
|
||
"entries": [
|
||
"Within 10 miles of the lair, snow and ice resist melting, doing so only after prolonged contact with fire or other major source of heat."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Snow-Covered Land",
|
||
"entries": [
|
||
"Deep snow and frequent snowfall make the area within 3 miles of the lair difficult terrain for Medium and smaller creatures."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the Snow Queen dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Solar Dragon",
|
||
"source": "BAM",
|
||
"page": 50,
|
||
"regionalEffects": [
|
||
"A solar dragon customarily lairs in a star's radiant core or nests in a gigantic, hollowed-out rock engulfed by the star's blinding radiance. A star in which a solar dragon makes its lair has the following effects on creatures:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blinding Radiance.",
|
||
"entry": "A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Stellar Incineration.",
|
||
"entry": "Any creature that enters the star or starts its turn inside it takes 132 ({@dice 24d10}) radiant damage."
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Sphinx",
|
||
"source": "MM",
|
||
"page": 281,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.",
|
||
"The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.",
|
||
"The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.",
|
||
"The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Ssendam, Lord of Madness",
|
||
"source": "MaBJoV",
|
||
"page": 105,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Ssendam can take one lair action to cause one of the following effects; Ssendam can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"All creatures within 30 ft. of Ssendam must succeed on a DC 20 Wisdom saving throw or come under the effects of the {@spell confusion} spell until the end of its next turn.",
|
||
"Until the end of Ssendam's next turn, any creature that casts a spell within 60 ft. of Ssendam must roll on the sorcerer's wild surge table in the PHB."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Ssendam's lair is corrupted by the chaos phage, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Within 1 mile of Ssendam's lair, there is a 1 in 20 chance that any creature that casts a spell must roll on the sorcerer's wild surge table in the PHB.",
|
||
"Within 10 miles of the lair, any creature that takes a long or short rest must succeed on a DC 20 Wisdom saving throw or be inflicted with a random shortterm madness."
|
||
]
|
||
},
|
||
"If Ssendam dies, the effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Storm Giant Quintessent",
|
||
"source": "MPMM",
|
||
"page": 235,
|
||
"lairActions": [
|
||
"A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Deafening Boom",
|
||
"entries": [
|
||
"The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fog",
|
||
"entries": [
|
||
"The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Gale",
|
||
"entries": [
|
||
"The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50|50 percent} chance of being extinguished."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Downpour",
|
||
"entries": [
|
||
"Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Lightning",
|
||
"entries": [
|
||
"Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Winds",
|
||
"entries": [
|
||
"High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Storm Giant Quintessent",
|
||
"source": "VGM",
|
||
"page": 151,
|
||
"lairActions": [
|
||
"A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn.",
|
||
"The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.",
|
||
"The giant creates a 60-foot-long, 10-foot-wide line of strong wind ( or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50|50 percent} chance of being extinguished."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.",
|
||
"Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.",
|
||
"Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair."
|
||
]
|
||
},
|
||
"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Strahd von Zarovich",
|
||
"source": "CoS",
|
||
"page": 240,
|
||
"lairActions": [
|
||
"While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't {@condition incapacitated}.",
|
||
"On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.",
|
||
"Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful {@dc 20} Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.",
|
||
"Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a {@creature specter}.",
|
||
"Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a {@dc 17} Charisma saving throw, its shadow detaches from it and becomes a {@creature shadow} that obeys Strahd's commands, acting on initiative count 20. A {@spell greater restoration} spell or a {@spell remove curse} spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Thessalkraken",
|
||
"source": "IMR",
|
||
"page": 87,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a {@dc 18} Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken.",
|
||
"Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.",
|
||
"The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a {@dc 18} Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Time Dragon",
|
||
"source": "MPP",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Temporal Fling.",
|
||
"entry": "The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 ({@dice 4d12}) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Temporal Lag.",
|
||
"entry": "The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Timeline Divergence.",
|
||
"entry": "The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding an ancient or adult time dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Time Dilations",
|
||
"entry": "Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice)."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Timelessness",
|
||
"entry": "Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Topaz Dragon",
|
||
"source": "FTD",
|
||
"page": 221,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Beguiling Whisper",
|
||
"entry": "The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Cancellation",
|
||
"entry": "The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Negative Energy Infusion",
|
||
"entry": "Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Crystal Profusion",
|
||
"entry": "Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Negative Energy",
|
||
"entry": "When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of {@condition exhaustion} or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Thriving Wildlife",
|
||
"entry": "Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Watery Sight",
|
||
"entry": "Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, the population of giant squid in the region returns to normal levels over the course of {@dice 1d10} days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate."
|
||
]
|
||
},
|
||
{
|
||
"name": "Tosculi Hive Queen",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the hive queen takes a lair action to cause one of the following effects; the hive queen can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Biting Brood",
|
||
"entries": [
|
||
"Hundreds of biting and stinging insects erupt from a point on the ground the hive queen can see within 120 feet of her. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 10 ({@dice 4d4}) piercing damage on a failed save, or half as much damage on a successful one."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Healing Pheromones",
|
||
"entries": [
|
||
"Each tosculi within 60 feet of the hive queen (including the hive queen) regains 10 {@dice 3d6} hp."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Restraining Resin",
|
||
"entries": [
|
||
"The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must succeed on a DC 17 Dexterity saving throw or be restrained by rapidly-hardening resin. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 Strength check. If the creature is still restrained by the resin on initiative count 20 of the next round, the resin fully hardens, and the target is petrified in amber until freed or until the hive queen uses this lair action again. The resin can be attacked and destroyed (AC 15; 20 hp; vulnerability to bludgeoning damage; immunity to piercing, poison, and psychic damage), freeing the target."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a tosculi hive queen's lair is warped by her presence, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Aggressive Wildlife",
|
||
"entries": [
|
||
"Beasts within 6 miles of the lair are more violent than usual and prone to acts of aggression."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Buzzing Migraine",
|
||
"entries": [
|
||
"Creatures with an Intelligence of 5 or higher within 3 miles of the lair frequently suffer headaches brought on by an insectile buzzing in their minds."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Eyes and Ears Everywhere",
|
||
"entries": [
|
||
"The hive queen can choose to see or hear through the senses of any tosculi within 10 miles of her lair, provided the tosculi is a member of her hive."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the tosculi hive-queen dies, the buzzing disappears immediately, but other effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Tromokratis",
|
||
"source": "MOT",
|
||
"page": 254,
|
||
"mythicEncounter": [
|
||
"Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.",
|
||
"Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait:",
|
||
{
|
||
"type": "insetReadaloud",
|
||
"entries": [
|
||
"The titanic monster's carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast's ancient shell, revealing three other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury."
|
||
]
|
||
},
|
||
"Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party 180,000 XP for defeating Tromokratis after it uses Hearts of the Kraken."
|
||
]
|
||
},
|
||
{
|
||
"name": "Unicorn",
|
||
"source": "MM",
|
||
"page": 294,
|
||
"regionalEffects": [
|
||
"Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.",
|
||
"Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.",
|
||
"When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.",
|
||
"Curses affecting any good-aligned creature are suppressed."
|
||
]
|
||
},
|
||
"If the unicorn dies, these effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Valin Sarnaster",
|
||
"source": "CM",
|
||
"page": 182,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following effects; Valin can't use the same effect two rounds in a row.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.",
|
||
"Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.",
|
||
"Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Valin's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"Valin's tomb is warped in any of the following ways by the creature's dark presence:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled\u2014wine turning to vinegar, for instance.",
|
||
"{@spell Divination} spells cast within the lair by creatures other than Valin have a {@chance 25|25 percent} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.",
|
||
"A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."
|
||
]
|
||
},
|
||
"If Valin is destroyed, these regional effects end immediately."
|
||
]
|
||
},
|
||
{
|
||
"name": "Vampire",
|
||
"source": "MM",
|
||
"page": 297,
|
||
"regionalEffects": [
|
||
"The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"There's a noticeable increase in the populations of bats, rats, and wolves in the region.",
|
||
"Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.",
|
||
"Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.",
|
||
"A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."
|
||
]
|
||
},
|
||
"If the vampire is destroyed, these effects end after {@dice 2d6} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Vanifer",
|
||
"source": "PotA",
|
||
"page": 203,
|
||
"lairActions": [
|
||
"If Vanifer is in the fire node while {@creature Imix|PotA} isn't, the tiefling can take lair actions. On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. Her favorite use of this capability is casting {@spell fireball} or {@spell hypnotic pattern}.",
|
||
"If Vanifer casts {@spell misty step} using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points."
|
||
]
|
||
},
|
||
{
|
||
"name": "Villain",
|
||
"source": "BMT",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Distraction",
|
||
"entry": "A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Snares",
|
||
"entry": "Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Traps",
|
||
"entry": "Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a villain's lair is warped by their presence, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Corruption Abounds",
|
||
"entry": "While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Potent Toxins",
|
||
"entry": "When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage."
|
||
}
|
||
]
|
||
},
|
||
"If the villain dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Void Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Orb of the Void",
|
||
"entries": [
|
||
"The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 ({@dice 3d6}) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 ({@dice 3d6}) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spatial Anomaly",
|
||
"entries": [
|
||
"The lair's connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren't actually moved, but reality's reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 ({@dice 3d10}) force damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Zero Gravity",
|
||
"entries": [
|
||
"Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary Void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Dark of the Void",
|
||
"entries": [
|
||
"Nonmagical illumination, including sunlight, can't create bright light within 6 miles of the lair."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Torn Veil",
|
||
"entries": [
|
||
"Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Uncovered Knowledge",
|
||
"entries": [
|
||
"Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the dragon dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "White Dragon",
|
||
"source": "MM",
|
||
"page": 101,
|
||
"additionalSources": [
|
||
{
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.",
|
||
"Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.",
|
||
"The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Lair Actions",
|
||
"entries": [
|
||
"At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Blinding Sleet",
|
||
"entry": "Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Whirling Wind",
|
||
"entry": "A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Chilly fog lightly obscures the land within 6 miles of the dragon's lair.",
|
||
"Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.",
|
||
"Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.",
|
||
"If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."
|
||
]
|
||
},
|
||
"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Additional Regional Effects",
|
||
"entries": [
|
||
"Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Biting Chill",
|
||
"entry": "Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mirror Ice",
|
||
"entry": "The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50|50 percent} chance of going in a different direction from the direction it intends."
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"source": "FTD"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Wind Dragon",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Air Blast",
|
||
"entries": [
|
||
"A torrent of wind blasts outward in a 60-foot\u2011radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Strength saving throw or be knocked prone and stunned until the end of its next turn. Flying creatures, other than wind dragons, have disadvantage on the saving throw."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Blinding Wind",
|
||
"entries": [
|
||
"Sand and dust swirls up from the ground in a cylinder that is 30 feet tall with a 20-foot radius, centered on a point the dragon can see within 120 feet of it. The area within the cylinder is difficult terrain. A creature that enters the cylinder for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. The cylinder of sand and dust lasts until the dragon uses this lair action again or until the dragon dies."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Gale Force Smash",
|
||
"entries": [
|
||
"A blast of wind slams into a surface of the lair and sends fragments of ice and stone flying out from a point on the ground, wall, or ceiling the dragon can see within 120 feet of it. Each creature within 15 feet of that point must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Yan-C-Bin",
|
||
"source": "PotA",
|
||
"page": 221,
|
||
"lairActions": [
|
||
"Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the {@spell sleet storm} spell.",
|
||
"Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a {@dc 24} Constitution saving throw or be hoisted or flung {@dice 3d6 × 10} feet through the air. A creature smashed into a solid object or released in mid-air takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen.",
|
||
"Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a {@dc 24} Wisdom saving throw or be {@condition blinded} until initiative count 20 on the next round."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch.",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a {@dc 15} Strength ({@skill Athletics}) check.",
|
||
"Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin's lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one.",
|
||
"Cyclones touch down within a 5-mile radius of Yan-C-Bin's lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 33 ({@damage 6d10}) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed.",
|
||
"Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations."
|
||
]
|
||
},
|
||
"If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Yeenoghu",
|
||
"source": "MPMM",
|
||
"page": 270,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Incite the Pack",
|
||
"entries": [
|
||
"Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Iron Spike",
|
||
"entries": [
|
||
"Yeenoghu causes an iron spike\u20145 feet tall and 1 inch in diameter\u2014to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Pack Rush",
|
||
"entries": [
|
||
"Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Savage Predators",
|
||
"entries": [
|
||
"Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spiky Terrain",
|
||
"entries": [
|
||
"Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes."
|
||
]
|
||
},
|
||
"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Yeenoghu",
|
||
"source": "MTF",
|
||
"page": 155,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the {@condition restrained} condition.",
|
||
"Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.",
|
||
"Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.",
|
||
"Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Yeenoghu",
|
||
"entries": [
|
||
"If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Yeenoghu",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"The flesh of other intelligent creatures is delicious!\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"I rail against the laws and customs of civilization, attempting to return to a more primitive time.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"I keep trophies from the bodies I have slain, turning them into adornments.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Zariel",
|
||
"source": "CoA",
|
||
"page": 235,
|
||
"_copy": {
|
||
"name": "Archdevil",
|
||
"source": "CoA",
|
||
"_mod": {
|
||
"lairActions": {
|
||
"mode": "prependArr",
|
||
"items": [
|
||
"On initiative count 20 (losing initiative ties), Zariel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Infernal Illusions",
|
||
"entries": [
|
||
"Zariel casts the {@spell Major Image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
}
|
||
},
|
||
"regionalEffects": [
|
||
"The region containing Zariel's lair is warped by her magic, which creates the following effect:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Hellscape",
|
||
"entries": [
|
||
"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Zariel dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Zariel",
|
||
"source": "MPMM",
|
||
"page": 280,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can't take the same lair action two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Fireball",
|
||
"entries": [
|
||
"Zariel casts the {@spell fireball} spell."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Infernal Illusions",
|
||
"entries": [
|
||
"Zariel casts the {@spell major image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Hellscape",
|
||
"entries": [
|
||
"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Pyres",
|
||
"entries": [
|
||
"Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6} fire damage, though it can take this damage no more than once per round."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Smoke",
|
||
"entries": [
|
||
"The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If Zariel dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Zariel",
|
||
"source": "MTF",
|
||
"page": 180,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Zariel casts {@spell major image} four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
|
||
"Zariel casts her innate {@spell fireball} spell."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.",
|
||
"Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6}) fire damage, though it can take this damage no more than once per round.",
|
||
"The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away."
|
||
]
|
||
},
|
||
"If Zariel dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Zikzokrishka",
|
||
"source": "CM",
|
||
"page": 209,
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties) whenever she is in the are V3, Zikzokrishka can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Part of the ceiling collapses above one creature that Zikzokrishka can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 ({@damage 6d6}) bludgeoning damage and be knocked {@condition prone} and buried under rubble. A buried creature is {@condition restrained} and unable to stand up. A creature can use an action to try to pull itself or another creature out of the rubble, doing so with a successful DC 10 Strength ({@skill Athletics}) check.",
|
||
"A cloud of sand swirls in a 20-foot-radius sphere centered on a point Zikzokrishka can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution 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.",
|
||
"Zikzokrishka chooses two points that it can see, each of which must be on a solid surface, and creates a 5-foot-wide line of lightning between them. The two points must be within 60 feet of Zikzokrishka and 60 feet of each other. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Zmey",
|
||
"source": "ToB1-2023",
|
||
"lairActions": [
|
||
"On initiative count 20 (losing initiative ties), the zmey takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Hinder Movement",
|
||
"entries": [
|
||
"One hostile creature the zmey can see within 120 feet of it has its speed halved until initiative count 20 on the next round, as roots trip up walking and hanging branches and vines dangle in the way of flight."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Invigorate Headlings",
|
||
"entries": [
|
||
"One severed zmey head the zmey can see within 120 feet of it immediately grows into a zmey headling, or one slain zmey headling the zmey can see within 120 feet of it regains 10 hp and becomes active again. A severed head or zmey headling smeared in a pound of salt can't be affected by this lair action."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Spread Forest's Gloom",
|
||
"entries": [
|
||
"Light reduces in a 30-foot-radius sphere centered on a point the zmey can see within 120 feet of it. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness in the sphere. The sphere lasts until the zmey dismisses it as an action, uses this lair action again, or dies."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing the zmey's lair is warped by the link between the creature and its forest home, which creates one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Fear and Rage",
|
||
"entries": [
|
||
"Creatures within 1 mile of the lair feel constantly on the verge of an overwhelming fight-or-flight response, keeping them on edge and making their sleep fitful."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Unfriendly Forest",
|
||
"entries": [
|
||
"The forest within 6 miles of the lair is as uninviting as possible to those not native to it: unattended fires tend to go out mysteriously and new fires are hard to start, flora and fauna slain or foraged spoil almost immediately, and similar."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Unnerving Presence",
|
||
"entries": [
|
||
"Creatures within 3 miles of the lair are unsettled by the forest and frequently distracted by phantom chattering, tricks of the light, and other sensations."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
"If the zmey dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
},
|
||
{
|
||
"name": "Zuggtmoy",
|
||
"source": "MPMM",
|
||
"page": 281,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Rally Plants",
|
||
"entries": [
|
||
"Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Summon Fungi",
|
||
"entries": [
|
||
"Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Unleash Spores",
|
||
"entries": [
|
||
"Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself."
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"style": "list-hang-notitle",
|
||
"items": [
|
||
{
|
||
"type": "item",
|
||
"name": "Corrupted Nature",
|
||
"entries": [
|
||
"Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Fungal Infestation",
|
||
"entries": [
|
||
"Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase."
|
||
]
|
||
},
|
||
{
|
||
"type": "item",
|
||
"name": "Mutating Vegetation",
|
||
"entries": [
|
||
"Vegetation within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed."
|
||
]
|
||
},
|
||
"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days."
|
||
]
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"name": "Zuggtmoy",
|
||
"source": "MTF",
|
||
"page": 157,
|
||
"lairActions": [
|
||
"On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.",
|
||
"Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.",
|
||
"Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself."
|
||
]
|
||
}
|
||
],
|
||
"regionalEffects": [
|
||
"The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:",
|
||
{
|
||
"type": "list",
|
||
"items": [
|
||
"Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.",
|
||
"Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.",
|
||
"If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."
|
||
]
|
||
},
|
||
"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days.",
|
||
{
|
||
"type": "entries",
|
||
"name": "Madness of Zuggtmoy",
|
||
"entries": [
|
||
"If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
|
||
{
|
||
"type": "table",
|
||
"caption": "Madness of Zuggtmoy",
|
||
"colLabels": [
|
||
"d100",
|
||
"Flaw (lasts until cured)"
|
||
],
|
||
"colStyles": [
|
||
"col-1",
|
||
"col-11"
|
||
],
|
||
"rows": [
|
||
[
|
||
"01\u201320",
|
||
"\"I see visions in the world around me that others do not.\""
|
||
],
|
||
[
|
||
"21\u201340",
|
||
"\"I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.\""
|
||
],
|
||
[
|
||
"41\u201360",
|
||
"\"I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.\""
|
||
],
|
||
[
|
||
"61\u201380",
|
||
"\"My mind is slipping away, and my intelligence seems to wax and wane.\""
|
||
],
|
||
[
|
||
"81\u201300",
|
||
"\"I am constantly scratching at unseen fungal infections.\""
|
||
]
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|