mirror of
https://github.com/Kornstalx/5etools-mirror-2.github.io.git
synced 2025-10-28 20:45:35 -05:00
1207 lines
60 KiB
JSON
1207 lines
60 KiB
JSON
{
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"monsterFluff": [
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{
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"name": "Animated Table",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"name": "Arundil's Animated Objects",
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"entries": [
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"A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today.",
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"These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area.",
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{
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"name": "Constructed Nature",
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"type": "entries",
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"entries": [
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"An animated table doesn't require air, food, drink, or sleep."
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]
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}
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]
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}
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]
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}
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]
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}
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "bestiary/TftYP/Animated Table.webp"
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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": "Calcryx",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.",
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"A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",
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{
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"name": "Primal and Vengeful",
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"type": "entries",
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"entries": [
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"White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.",
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"A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.",
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"Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."
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]
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},
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{
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"name": "Lone Masters",
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"type": "entries",
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"entries": [
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"White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.",
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"White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.",
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"Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."
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]
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},
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{
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"name": "Treasure Under Ice",
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"type": "entries",
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"entries": [
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"White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.",
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"Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.",
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"A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."
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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": "Dragons",
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"entries": [
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"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.",
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"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.",
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"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.",
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"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",
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"Dragon Age Categories",
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{
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"type": "table",
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"colLabels": [
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"Category",
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"Size",
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"Age Range"
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],
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"colStyles": [
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"col-4",
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"col-4",
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"col-4"
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],
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"rows": [
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[
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"Wyrmling",
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"Medium",
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"5 years or less"
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],
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[
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"Young",
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"Large",
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"6\u2013100 years"
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],
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[
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"Adult",
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"Huge",
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"101\u2013800 years"
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],
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[
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"Ancient",
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"Gargantuan",
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"801 years or more"
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]
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]
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}
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]
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},
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{
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"type": "entries",
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"name": "Chromatic Dragons",
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"entries": [
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"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",
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{
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"name": "Driven by Greed",
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"entries": [
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" Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."
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],
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"type": "entries"
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},
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{
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"name": "Creatures of Ego",
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"type": "entries",
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"entries": [
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"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."
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]
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},
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{
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"name": "Dangerous Lairs",
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"type": "entries",
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"entries": [
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"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.",
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"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."
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]
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},
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{
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"name": "Queen of Evil Dragons",
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"type": "entries",
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"entries": [
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"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.",
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"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.",
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"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."
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]
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}
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]
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}
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]
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}
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]
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}
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "bestiary/TftYP-TSC/006-totyp-01-07.webp"
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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": "Centaur Mummy",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"In The Hidden Shrine of Tamoachan, characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back."
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]
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}
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]
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}
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]
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}
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "bestiary/TftYP/Centaur Mummy.webp"
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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": "Dread Warrior",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior.",
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{
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"name": "Undead Nature",
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"type": "entries",
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"entries": [
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"A dread warrior doesn't require air, food, drink, or sleep."
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]
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}
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]
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}
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]
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}
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]
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}
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]
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},
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{
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"name": "Duergar Spy",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.",
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"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",
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{
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"name": "Slaves to Slavers",
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"type": "entries",
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"entries": [
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"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.",
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"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."
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]
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},
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{
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"name": "Tough as Stone",
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"type": "entries",
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"entries": [
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"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."
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]
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},
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{
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"name": "Born of Darkness",
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"type": "entries",
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"entries": [
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"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."
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]
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},
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{
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"name": "Infernal Master",
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"type": "entries",
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"entries": [
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"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."
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]
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}
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]
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}
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]
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}
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]
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}
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]
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},
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{
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"name": "Durnn",
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"source": "TftYP",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
|
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.",
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"Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.",
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{
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"name": "Goblinoids",
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"type": "entries",
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"entries": [
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"Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears."
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]
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},
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{
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"name": "Martial Might",
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"type": "entries",
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"entries": [
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"A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.",
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"Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black."
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]
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},
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|
{
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"name": "Military Legions",
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"type": "entries",
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"entries": [
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|
"Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.",
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"As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield."
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|
]
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|
},
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{
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"name": "Strategic Thinkers",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.",
|
|
"Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants."
|
|
]
|
|
},
|
|
{
|
|
"name": "Beast Trainers",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts."
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|
]
|
|
},
|
|
{
|
|
"name": "Conquer and Control",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.",
|
|
"Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.",
|
|
"Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas."
|
|
]
|
|
},
|
|
{
|
|
"name": "Legion of Maglubiyet",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron."
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|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Erky Timbers",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Erky Timbers.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Giant Ice Toad",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Giant Skeleton",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the \"reward\" for an attempt to grab some valuables turns out to be the animated skeleton of a giant\u2014deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power.",
|
|
{
|
|
"name": "Undead Nature",
|
|
"type": "entries",
|
|
"entries": [
|
|
"A skeleton doesn't require air, food, drink, or sleep."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Great Ulfe",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-TFoF/004-totyp-02-05.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Zombie",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.",
|
|
{
|
|
"name": "Undead Nature",
|
|
"type": "entries",
|
|
"entries": [
|
|
"A zombie doesn't require air, food, drink, or sleep."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Grenl",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.",
|
|
{
|
|
"name": "Goblinoids",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards."
|
|
]
|
|
},
|
|
{
|
|
"name": "Malicious Glee",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."
|
|
]
|
|
},
|
|
{
|
|
"name": "Leaders and Followers",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs."
|
|
]
|
|
},
|
|
{
|
|
"name": "Challenging Lairs",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks."
|
|
]
|
|
},
|
|
{
|
|
"name": "Worshipers of Maglubiyet",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \"privilege\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Guthash",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Some giant rats carry vile diseases that they spread with their bites."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Jarl Grugnur",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-AtG/011-totyp-06-12.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kaarghaz",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.",
|
|
"Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.",
|
|
{
|
|
"name": "Simpleminded Brutes",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.",
|
|
"Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword."
|
|
]
|
|
},
|
|
{
|
|
"name": "Devotees of Laogzed",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kelson Darktreader",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-DiT/011-totyp-05-11.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "King Snurre",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/King Snurre.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lahnis",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-DiT/009-totyp-05-10.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lumalia",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-DiT/017-totyp-05-17.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Malformed Kraken",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Doomvault (Dead in Thay) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these \"inferior\" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mennek Ariz",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-DiT/019-totyp-05-19.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Nereid",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid\u2014a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Nimira",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.",
|
|
"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",
|
|
{
|
|
"name": "Slaves to Slavers",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.",
|
|
"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."
|
|
]
|
|
},
|
|
{
|
|
"name": "Tough as Stone",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."
|
|
]
|
|
},
|
|
{
|
|
"name": "Born of Darkness",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."
|
|
]
|
|
},
|
|
{
|
|
"name": "Infernal Master",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Obmi",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Obmi.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Phaia",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-DiT/010-totyp-05-11a.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sea Lion",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"These large marine mammals live along coastal regions and around islands at sea"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Sea Lion.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sir Braford",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
"While traveling in the vicinity of the Sunless Citadel, Sir Braford and his companions were captured by goblins. The young paladin of Pelor has been corrupted by the sinister Gulthias Tree and now swings his magic sword, {@item Shatterspike|TftYP}, on behalf of a different sort of \"deity.\""
|
|
]
|
|
},
|
|
{
|
|
"name": "Siren",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
"Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak's heartless sense of humor. This mysterious fey creature yearns to be released, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend."
|
|
]
|
|
},
|
|
{
|
|
"name": "Snarla",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.",
|
|
"Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lycanthropes",
|
|
"entries": [
|
|
"One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.",
|
|
"Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",
|
|
{
|
|
"name": "Curse of Lycanthropy",
|
|
"type": "entries",
|
|
"entries": [
|
|
"A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.",
|
|
"A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.",
|
|
"Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.",
|
|
"Variant: Nonhuman Lycanthropes",
|
|
"The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.",
|
|
"When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.",
|
|
"Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Player Characters as Lycanthropes",
|
|
"entries": [
|
|
"A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.",
|
|
"A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.",
|
|
"The following information applies to specific lycanthropes.",
|
|
{
|
|
"name": "Werebear",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."
|
|
]
|
|
},
|
|
{
|
|
"name": "Wereboar",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."
|
|
]
|
|
},
|
|
{
|
|
"name": "Wererat",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."
|
|
]
|
|
},
|
|
{
|
|
"name": "Weretiger",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."
|
|
]
|
|
},
|
|
{
|
|
"name": "Werewolf",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Snurrevin",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.",
|
|
"Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",
|
|
{
|
|
"name": "Slaves to Slavers",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.",
|
|
"Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."
|
|
]
|
|
},
|
|
{
|
|
"name": "Tough as Stone",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."
|
|
]
|
|
},
|
|
{
|
|
"name": "Born of Darkness",
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."
|
|
]
|
|
},
|
|
{
|
|
"name": "Infernal Master",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Stone Dragon Statue",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-THSoT/010-totyp-03-13.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tarul Var",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.",
|
|
{
|
|
"name": "Undead Nature",
|
|
"type": "entries",
|
|
"entries": [
|
|
"A lich doesn't require air, food, drink, or sleep."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Tarul Var.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tecuziztecatl",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A giant slug named Tecuziztecatl, the Lord of Snails. Tecuziztecatl (TayCOO-zeez-tay-COT-el) is highly intelligent and quite the boaster. In ancient lore it was considered to be related to the moon, a fact of which it is quite proud. During combat the slug will detail, in Olman, what it has in store for the characters and how hopeless their situation is."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Thayan Apprentice",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Thayan Apprentice.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "The Keeper",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/The Keeper.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tloques-Popolocas",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",
|
|
{
|
|
"name": "Dark Desires",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.",
|
|
{
|
|
"name": "Born from Death",
|
|
"entries": [
|
|
" Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Chained to the Grave",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."
|
|
]
|
|
},
|
|
{
|
|
"name": "Undead Nature",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Neither a vampire nor a vampire spawn requires air."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "A Vampire's Lair",
|
|
"entries": [
|
|
"A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Player Characters as Vampires",
|
|
"entries": [
|
|
"The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.",
|
|
"The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.",
|
|
{
|
|
"type": "inset",
|
|
"name": "Strahd von Zarovich",
|
|
"entries": [
|
|
"A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.",
|
|
"In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.",
|
|
"In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.",
|
|
"In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Xilonen",
|
|
"source": "TftYP",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP-THSoT/009-totyp-03-10.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Yusdrayl",
|
|
"source": "TftYP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.",
|
|
{
|
|
"name": "Strength in Numbers",
|
|
"entries": [
|
|
" Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Tunnelers and Builders",
|
|
"type": "entries",
|
|
"entries": [
|
|
"Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders."
|
|
]
|
|
},
|
|
{
|
|
"name": "The Lost God",
|
|
"type": "entries",
|
|
"entries": [
|
|
"In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/TftYP/Yusdrayl.webp"
|
|
}
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|