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<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
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<title>Aatxe</title>
</head>
<body>
<h1>Aatxe</h1>
<p><em>Large</em> <em>Celestial</em> <em>lawful good</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 105 (10d10+50)</li>
<li><strong>Speed:</strong> walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 7</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>22 (+6)</td>
<td>12 (+1)</td>
<td>20 (+5)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +9, intimidation +5</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> passive Perception 12</li>
<li><strong>Languages:</strong> understands all but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</li>
<li><strong>Know Thoughts:</strong> The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.</li>
<li><strong>Magic Resistance:</strong> The aatxe has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Shapechanger:</strong> The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Gore:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.</li>
<li><strong>Paw the Earth:</strong> The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aatxe's Paw the Earth for the next 24 hours.</li>
</ul>
<p>The aatxe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aatxe regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The aatxe makes a Wisdom (Perception) check.</li>
<li><strong>Gore (Costs 2 Actions):</strong> The aatxe makes one gore attack.</li>
<li><strong>Bulwark (Costs 3 Actions):</strong> The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/aatxe.md">Markdown Format</a></p>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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table {
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border: 1px solid black;
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text-align: left;
}
</style>
<title>Acid Ant</title>
</head>
<body>
<h1>Acid Ant</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 13 (3d6+3)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 8</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>8 (-1)</td>
<td>13 (+1)</td>
<td>12 (+1)</td>
<td>1 (-5)</td>
<td>7 (-2)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> acid</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 8</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Explosive Death:</strong> When the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage.</li>
<li><strong>Keen Smell:</strong> The ant has advantage on Wisdom (Perception) checks that rely on smell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Acid Spit:</strong> Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/acid-ant.md">Markdown Format</a></p>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Adult Light Dragon</title>
</head>
<body>
<h1>Adult Light Dragon</h1>
<p><em>Huge</em> <em>Dragon</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 212 (17d12+102)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 16 (15,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 170</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>22 (+6)</td>
<td>10 (+0)</td>
<td>23 (+6)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5, Con +11, Wis +9, Cha +8</li>
<li><strong>Skills:</strong> arcana +8, nature +8, perception +9, persuasion +8, religion +8</li>
<li><strong>Damage Immunities:</strong> radiant</li>
<li><strong>Damage Resistances:</strong> fire; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> blinded</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 19</li>
<li><strong>Languages:</strong> Celestial, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ethereal Sight:</strong> The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</li>
<li><strong>Illumination:</strong> The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.</li>
<li><strong>Incorporeal Movement:</strong> The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</li>
<li><strong>Legendary Resistance (3/ Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Void Traveler:</strong> The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.</li>
<li><strong>Frightful Presence:</strong> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</li>
<li><strong>Breath Weapon (Recharge 5-6):</strong> The dragon uses one of the following breath weapons:<br>Radiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.<br>Flaring Breath. The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.</li>
</ul>
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The dragon makes a Wisdom (Perception) check.</li>
<li><strong>Tail Attack:</strong> The dragon makes a tail attack.</li>
<li><strong>Wing Attack (Costs 2 Actions):</strong> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/adult-light-dragon.md">Markdown Format</a></p>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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}
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<title>Adult Wasteland Dragon</title>
</head>
<body>
<h1>Adult Wasteland Dragon</h1>
<p><em>Huge</em> <em>Dragon</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 225 (18d12+108)</li>
<li><strong>Speed:</strong> burrow 30 ft. climb 40 ft. fly 70 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 17 (18,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 118</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>26 (+8)</td>
<td>10 (+0)</td>
<td>21 (+5)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +11</li>
<li><strong>Skills:</strong> perception +6, stealth +5</li>
<li><strong>Damage Immunities:</strong> force</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Legendary Resistance (3/Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.</li>
<li><strong>Frightful Presence:</strong> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</li>
<li><strong>Warped Energy Breath (Recharge 5-6):</strong> The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The dragon makes a Wisdom (Perception) check.</li>
<li><strong>Tail Attack:</strong> The dragon makes a tail attack.</li>
<li><strong>Wing Attack (Costs 2 Actions):</strong> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
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<title>Agnibarra</title>
</head>
<body>
<h1>Agnibarra</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 39 (6d6+18)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 9</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>8 (-1)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> cold</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong> Common, Ignan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Body in Flames:</strong> A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren't being worn or carried ignite.</li>
<li><strong>Illumination:</strong> The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Burning Claw:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</li>
<li><strong>Spit Fire:</strong> Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Ahu-Nixta</title>
</head>
<body>
<h1>Ahu-Nixta</h1>
<p><em>Large</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (clockwork armor)</li>
<li><strong>Hit Points:</strong> 67 (9d10+18)</li>
<li><strong>Speed:</strong> fly 30 ft. swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 11</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>19 (+4)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Deep Speech, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Clockwork Encasement:</strong> The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.</li>
</ul>
<p>Without its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.</p>
<p>The ahu-nixta can exit or enter its clockwork armor as a bonus action.
- <strong>Immutable Form:</strong> The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.
- <strong>Innate Spellcasting:</strong> The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.
At will: fear, fire bolt (2d10), telekinesis</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.</li>
<li><strong>Whirring Blades:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.</li>
<li><strong>Pronged Scepter:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Bashing Rod:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.</li>
</ul>
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margin: auto;
font-size: 18px;
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<title>Ahuizotl</title>
</head>
<body>
<h1>Ahuizotl</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 71 (13d6+26)</li>
<li><strong>Speed:</strong> swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 10</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>6 (-2)</td>
<td>12 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The ahuizotl can breathe air and water.</li>
<li><strong>Spiky Coat:</strong> A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</li>
<li><strong>Tail Grab:</strong> The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage.<br><br>If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus</li>
</ul>
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margin: auto;
font-size: 18px;
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<title>Alabaster Tree</title>
</head>
<body>
<h1>Alabaster Tree</h1>
<p><em>Huge</em> <em>Celestial</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 105 (10d12+40)</li>
<li><strong>Speed:</strong> walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 302</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>10 (+0)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8</li>
<li><strong>Skills:</strong> perception +5</li>
<li><strong>Damage Immunities:</strong> radiant</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> stunned</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 15</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Churning Advance (3/Day):</strong> As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it.</li>
<li><strong>Foster the Grasses:</strong> Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws.</li>
<li><strong>Like Calls to Like:</strong> The alabaster tree knows if a creature within 60 feet of it is good-aligned or not.</li>
<li><strong>Soul's Respite:</strong> A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alabaster tree makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16).</li>
<li><strong>Serrated Squeeze (Willow Only):</strong> The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree's turns. An alabaster tree can have only one creature engulfed at a time.<br><br>If the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself.</li>
<li><strong>Toss (Oak Only):</strong> One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.</li>
<li><strong>Cloud of Needles (Recharge 5-6, Pine Only):</strong> The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Albino Death Weasel</title>
</head>
<body>
<h1>Albino Death Weasel</h1>
<p><em>Large</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 45 (6d10+12)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 374</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>4 (-3)</td>
<td>15 (+2)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +4</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Hearing and Smell:</strong> The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
<li><strong>Pounce:</strong> If the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn't already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can't claw another target.</li>
<li><strong>Musk Spray (Recharge 5-6):</strong> The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned 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.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Alchemical Apprentice</title>
</head>
<body>
<h1>Alchemical Apprentice</h1>
<p><em>Small</em> <em>Ooze</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 11 (natural armor)</li>
<li><strong>Hit Points:</strong> 63 (14d6+14)</li>
<li><strong>Speed:</strong> climb 10 ft. walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 281</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>13 (+1)</td>
<td>6 (-2)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
<td>6 (-2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> arcana +5</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire, poison</li>
<li><strong>Condition Immunities:</strong> blinded, charmed, deafened, frightened, poisoned, prone</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 8</li>
<li><strong>Languages:</strong> understands Common but can't speak, telepathy 10 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amorphous:</strong> The ooze can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>Absorb Potion:</strong> The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.</li>
<li><strong>Perishable:</strong> These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its “birth” place, the ooze must succeed on a DC 12 Constitution saving throw or die.</li>
<li><strong>Produce Potion (1/Day):</strong> The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Pseudopod:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.</li>
<li><strong>Magical Burble:</strong> Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
}
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margin-left: 0; /* Remove margin from li */
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<title>Alchemical Golem</title>
</head>
<body>
<h1>Alchemical Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 147 (14d10+70)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 192</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>7 (-2)</td>
<td>21 (+5)</td>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire, lightning</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Alchemical Infusion:</strong> Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.
Brimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.
Quicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. l
Salt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.</li>
<li><strong>Elemental Expulsion:</strong> Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The golem makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</li>
<li><strong>Poison Breath (Brimstone Infusion Only; Recharge 5-6):</strong> The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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ul, ol {
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margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Alchemist Archer</title>
</head>
<body>
<h1>Alchemist Archer</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>any alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (studded leather)</li>
<li><strong>Hit Points:</strong> 135 (18d8+54)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 141</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +4, Int +8</li>
<li><strong>Skills:</strong> perception +6, stealth +9, survival +6</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Elvish</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Alchemical Arrows:</strong> As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:
Concussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.
Entangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).
Explosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.</li>
<li><strong>Fey Ancestry:</strong> The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.</li>
<li><strong>Hunter's Aim:</strong> Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alchemist archer makes three longbow attacks or two scimitar attacks.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.</li>
<li><strong>Longbow:</strong> Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</li>
</ul>
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margin: auto;
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line-height: 1.5em;
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ul, ol {
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margin-left: 0;
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table {
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Alkonost</title>
</head>
<body>
<h1>Alkonost</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 17 (5d6)</li>
<li><strong>Speed:</strong> fly 40 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 12</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>7 (-2)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Resistances:</strong> lightning</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>One with Wind:</strong> An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom (Perception) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Claws:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.</li>
<li><strong>Charged Melody (Recharge 6):</strong> The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves.</li>
</ul>
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margin: auto;
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<title>Alliumite</title>
</head>
<body>
<h1>Alliumite</h1>
<p><em>Small</em> <em>Plant</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 18 (4d6+4)</li>
<li><strong>Speed:</strong> burrow 20 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 13</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>6 (-2)</td>
<td>18 (+4)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
<td>12 (+1)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +6, survival +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Plant Camouflage:</strong> The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</li>
<li><strong>Tearful Stench:</strong> Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Thorn Dart:</strong> Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.</li>
<li><strong>Grass Blade:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</li>
</ul>
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margin: auto;
font-size: 18px;
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padding: 10px;
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border-collapse: collapse;
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padding: 5px;
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</style>
<title>Alnaar</title>
</head>
<body>
<h1>Alnaar</h1>
<p><em>Large</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 212 (25d10+75)</li>
<li><strong>Speed:</strong> burrow 20 ft. fly 40 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 82</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>22 (+6)</td>
<td>17 (+3)</td>
<td>9 (-1)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +10, Con +7</li>
<li><strong>Skills:</strong> acrobatics +10, perception +5</li>
<li><strong>Damage Vulnerabilities:</strong> cold</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Abyssal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Skin of the Forge:</strong> A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.</li>
<li><strong>Starving Wrath:</strong> If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alnaar makes three fiery fangs attacks.</li>
<li><strong>Fiery Fangs:</strong> Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.</li>
<li><strong>Flare (Recharge Special):</strong> The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>On the Hunt:</strong> When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.</li>
</ul>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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table {
border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Alp</title>
</head>
<body>
<h1>Alp</h1>
<p><em>Small</em> <em>Fey</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 44 (8d6+16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 14</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Resistances:</strong> cold, necrotic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, paralyzed, unconscious</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Sylvan, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Shadow Stealth:</strong> While in dim light or darkness, the alp can take the Hide action as a bonus action.</li>
<li><strong>Shapechanger:</strong> The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Innate Spellcasting:</strong> The alp's innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:
At will: invisibility (self only)
3/day each: silent image, sleep
1/day each: bestow curse, dream</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Sleeper's Slap:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Alpha Yek</title>
</head>
<body>
<h1>Alpha Yek</h1>
<p><em>Medium</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 129 (16d8+48)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 14</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +7, Dex +7, Con +7, Int +6</li>
<li><strong>Skills:</strong> perception +5, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Abyssal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The yek has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Pack Tactics:</strong> The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.</li>
<li><strong>Bone Shard:</strong> Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing <br><br>A yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
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</style>
<title>Altar Flame Golem</title>
</head>
<body>
<h1>Altar Flame Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 152 (16d10+64)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 193</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>9 (-1)</td>
<td>18 (+4)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aversion to Water:</strong> If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.</li>
<li><strong>Death Burst:</strong> When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.</li>
<li><strong>False Appearance:</strong> While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.</li>
<li><strong>Fire Absorption:</strong> Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. me</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The altar flame golem makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage.</li>
<li><strong>Flame Breath (Recharge 5-6):</strong> The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
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<title>Ammut</title>
</head>
<body>
<h1>Ammut</h1>
<p><em>Large</em> <em>Celestial</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 172 (15d10+90)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 15</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>12 (+1)</td>
<td>23 (+6)</td>
<td>6 (-2)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +9, Con +10</li>
<li><strong>Skills:</strong> perception +11</li>
<li><strong>Damage Immunities:</strong> necrotic</li>
<li><strong>Damage Resistances:</strong> cold, radiant</li>
<li><strong>Condition Immunities:</strong> frightened</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 21</li>
<li><strong>Languages:</strong> </li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Judging Aura:</strong> An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammut's Judging Aura for the next 24 hours.</li>
<li><strong>Magic Resistance:</strong> The ammut has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Prison Belly:</strong> The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn't need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can't bite another target.</li>
<li><strong>Swallow:</strong> The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time.<br><br>If the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.</li>
<li><strong>Ghost Breath (1/Day):</strong> The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated 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.</li>
<li><strong>Absorb Spirit (1/Day):</strong> The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can't be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature's hp maximum.</li>
</ul>
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<title>Ancient Light Dragon</title>
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<body>
<h1>Ancient Light Dragon</h1>
<p><em>Gargantuan</em> <em>Dragon</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 22 (natural armor)</li>
<li><strong>Hit Points:</strong> 407 (22d20+176)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 22 (41,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 170</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>26 (+8)</td>
<td>10 (+0)</td>
<td>27 (+8)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +15, Wis +12, Cha +11</li>
<li><strong>Skills:</strong> arcana +11, nature +11, perception +12, persuasion +11, religion +11</li>
<li><strong>Damage Immunities:</strong> radiant; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Damage Resistances:</strong> fire</li>
<li><strong>Condition Immunities:</strong> blinded</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 22</li>
<li><strong>Languages:</strong> Celestial, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ethereal Sight:</strong> The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</li>
<li><strong>Illumination:</strong> The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.</li>
<li><strong>Incorporeal Movement:</strong> The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</li>
<li><strong>Legendary Resistance (3/Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Void Traveler:</strong> The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.</li>
<li><strong>Frightful Presence:</strong> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</li>
<li><strong>Breath Weapon (Recharge 5-6):</strong> The dragon uses one of the following breath weapons:<br>Radiant Breath. The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one.<br>Flaring Breath. The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed.</li>
</ul>
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The dragon makes a Wisdom (Perception) check.</li>
<li><strong>Tail Attack:</strong> The dragon makes a tail attack.</li>
<li><strong>Wing Attack (Costs 2 Actions):</strong> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</li>
</ul>
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<title>Ancient Mandriano</title>
</head>
<body>
<h1>Ancient Mandriano</h1>
<p><em>Huge</em> <em>Plant</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 102 (12d12+24)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 261</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>8 (-1)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +8, perception +3, stealth +2</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, poisoned</li>
<li><strong>Senses:</strong> passive Perception 13</li>
<li><strong>Languages:</strong> </li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Siege Monster:</strong> The ancient mandriano deals double damage to objects and structures.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ancient mandriano makes two swipe attacks.</li>
<li><strong>Swipe:</strong> Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. It can grapple up to three creatures.</li>
<li><strong>Consume the Spark:</strong> The mandriano drains the essence of one grappled target. The target must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the mandriano regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way rises 24 hours later as a zombie or skeleton under the mandriano's control, unless the humanoid is restored to life or its body is destroyed. The mandriano can control up to twelve undead at one time.</li>
<li><strong>Call the Dead (3/Day):</strong> The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies and the zombies. The mandriano can control up to twenty zombies at one time.</li>
</ul>
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margin: auto;
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<title>Ancient Wasteland Dragon</title>
</head>
<body>
<h1>Ancient Wasteland Dragon</h1>
<p><em>Gargantuan</em> <em>Dragon</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 22 (natural armor)</li>
<li><strong>Hit Points:</strong> 333 (18d20+144)</li>
<li><strong>Speed:</strong> burrow 30 ft. climb 40 ft. fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 23 (50,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 118</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>28 (+9)</td>
<td>10 (+0)</td>
<td>26 (+8)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +15, Wis +9, Cha +11</li>
<li><strong>Skills:</strong> perception +9, stealth +7</li>
<li><strong>Damage Immunities:</strong> force</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 19</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Legendary Resistance (3/Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.</li>
<li><strong>Frightful Presence:</strong> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</li>
<li><strong>Warped Energy Breath (Recharge 5-6):</strong> The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The dragon makes a Wisdom (Perception) check.</li>
<li><strong>Tail Attack:</strong> The dragon makes a tail attack.</li>
<li><strong>Wing Attack (Costs 2 Actions):</strong> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</li>
</ul>
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<title>Ankou Soul Herald</title>
</head>
<body>
<h1>Ankou Soul Herald</h1>
<p><em>Gargantuan</em> <em>Dragon</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 407 (22d20+176)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 21 (33,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 37</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>25 (+7)</td>
<td>10 (+0)</td>
<td>27 (+8)</td>
<td>17 (+3)</td>
<td>18 (+4)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +15, Wis +11, Cha +11</li>
<li><strong>Skills:</strong> perception +18, persuasion +11, stealth +7</li>
<li><strong>Damage Immunities:</strong> cold, necrotic, poison</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> truesight 60 ft., passive Perception 28</li>
<li><strong>Languages:</strong> all</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Necromancy's Bane:</strong> Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Cloak of Ghostly Shadows:</strong> As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:
Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.
Immunity to the grappled, paralyzed, petrified, prone, and restrained conditions
The ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.</li>
<li><strong>Death's Apotheosis:</strong> The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.</li>
<li><strong>Legendary Resistance (3/Day):</strong> If the ankou fails a saving throw, it can choose to succeed instead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.</li>
<li><strong>Horrifying Presence:</strong> Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.</li>
<li><strong>Reaper's Breath (Recharge 5-6):</strong> The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.</li>
<li><strong>Change Shape:</strong> The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.</li>
<li><strong>Usher of Souls:</strong> The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.</li>
</ul>
<p>The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.</li>
<li><strong>Tail Attack:</strong> The ankou makes a tail attack.</li>
<li><strong>Envelope in Shadow (Costs 2 Actions):</strong> The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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margin: auto;
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padding: 10px;
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line-height: 1.5em;
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margin-left: 0; /* Remove margin from li */
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<title>Ankou Soul Seeker</title>
</head>
<body>
<h1>Ankou Soul Seeker</h1>
<p><em>Large</em> <em>Dragon</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 171 (18d10+72)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 38</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>19 (+4)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +3, Con +7, Wis +5, Cha +5</li>
<li><strong>Skills:</strong> perception +8, persuasion +6, stealth +3</li>
<li><strong>Damage Immunities:</strong> cold, necrotic, poison</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> truesight 60 ft., passive Perception 18</li>
<li><strong>Languages:</strong> all</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Necromancy's Bane:</strong> When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Cloak of Shadows:</strong> As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.</li>
<li><strong>Death Ascended:</strong> The ankou has the celestial type in addition to the dragon type.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ankou makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</li>
<li><strong>Reaper's Breath (Recharge 5-6):</strong> The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.</li>
<li><strong>Change Shape:</strong> The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.</li>
<li><strong>Usher of Souls:</strong> The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.</li>
</ul>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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table {
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th, td {
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text-align: left;
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</style>
<title>Anophiloi</title>
</head>
<body>
<h1>Anophiloi</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 33 (6d6+12)</li>
<li><strong>Speed:</strong> climb 20 ft. fly 40 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 39</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>5 (-3)</td>
<td>12 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +4</li>
<li><strong>Damage Vulnerabilities:</strong> cold</li>
<li><strong>Damage Resistances:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Frenzy:</strong> The anophiloi has advantage on melee attack rolls against any creature that doesn't have all its hp.</li>
<li><strong>Blood Sense:</strong> The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The anophiloi makes two attacks: one with its claws and one with its bite.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn't attack. Instead, at the start of each of the anophiloi's turns, the target loses 5 (1d6 + 2) hp due to blood loss.<br><br>The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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ul, ol {
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table {
border-collapse: collapse;
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th, td {
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padding: 5px;
text-align: left;
}
</style>
<title>Arborcyte</title>
</head>
<body>
<h1>Arborcyte</h1>
<p><em>Large</em> <em>Plant</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 127 (15d10+45)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 40</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
<td>10 (+0)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +6</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing</li>
<li><strong>Condition Immunities:</strong> deafened</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Shearing:</strong> Whenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait.</li>
<li><strong>Thorn Vine:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time.</li>
<li><strong>Animated Tendril:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Arcamag</title>
</head>
<body>
<h1>Arcamag</h1>
<p><em>Tiny</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 22 (5d4+10)</li>
<li><strong>Speed:</strong> fly 30 ft. hover True ft. walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 41</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>15 (+2)</td>
<td>5 (-3)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +4</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> understands Common but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Camouflage:</strong> While attached to a host, the arcamag has advantage on Dexterity (Stealth) checks.</li>
<li><strong>Shapechanger:</strong> The arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. False Appearance (Object Form Only). While motionless, the arcamag is indistinguishable from an ordinary object.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Attach:</strong> Melee Weapon Attack: +2 to hit, reach 5 ft., one creature that can cast spells. Hit: The arcamag attaches to the target. While attached, the arcamag doesn't attack. Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check. The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn't require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level.</li>
<li><strong>Teleport (1/Day):</strong> The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Arcanaphage</title>
</head>
<body>
<h1>Arcanaphage</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 60 (8d8+24)</li>
<li><strong>Speed:</strong> fly 30 ft. hover True ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 42</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>2 (-4)</td>
<td>10 (+0)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +2</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from magical weapons</li>
<li><strong>Condition Immunities:</strong> blinded, charmed, deafened, frightened, prone</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 12</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Arcane Discharge:</strong> When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.</li>
<li><strong>Hunger:</strong> Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.</li>
<li><strong>Ingest Magic:</strong> At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.</li>
<li><strong>Magic Immunity:</strong> The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The arcanaphage makes two tentacle attacks.</li>
<li><strong>Tentacle:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Voracious:</strong> The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Archaeopteryx</title>
</head>
<body>
<h1>Archaeopteryx</h1>
<p><em>Tiny</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 7 (3d4)</li>
<li><strong>Speed:</strong> fly 50 ft. walk 5 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 25</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>6 (-2)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
<td>2 (-4)</td>
<td>14 (+2)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> passive Perception 12</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Flyby:</strong> The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The archaeopteryx makes two attacks: one with its beak and one with its talons.</li>
<li><strong>Beak:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.</li>
<li><strong>Talons:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Armory Golem</title>
</head>
<body>
<h1>Armory Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 136 (16d10+48)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 40</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>2 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Armory Exploit:</strong> The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.</li>
<li><strong>Focus Weakness:</strong> A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The armory golem makes any two weapon attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.</li>
<li><strong>Polearm Strike:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.</li>
<li><strong>Crossbow Barrage:</strong> Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.</li>
<li><strong>Shield Wall (Recharge 4-6):</strong> The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Astral Snapper</title>
</head>
<body>
<h1>Astral Snapper</h1>
<p><em>Medium</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 78 (12d8+24)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 43</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +4</li>
<li><strong>Skills:</strong> arcana +4, deception +1, perception +5, stealth +4</li>
<li><strong>Damage Resistances:</strong> bludgeoning and slashing from nonmagical attacks</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Deep Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Astral Devour:</strong> A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.</li>
</ul>
<p>From the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.</li>
</ul>
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<title>Avatar of Shoth</title>
</head>
<body>
<h1>Avatar of Shoth</h1>
<p><em>Gargantuan</em> <em>Aberration</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 341 (22d20+110)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 21 (33,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 332</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>9 (-1)</td>
<td>20 (+5)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
<td>22 (+6)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +12, Wis +12, Cha +13</li>
<li><strong>Skills:</strong> insight +12, perception +12, persuasion +13</li>
<li><strong>Damage Immunities:</strong> acid, cold, fire</li>
<li><strong>Condition Immunities:</strong> charmed, frightened, prone</li>
<li><strong>Senses:</strong> blindsight 60 ft., truesight 60 ft., passive Perception 22</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Absorbent:</strong> When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.</li>
<li><strong>Amorphous:</strong> The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>Legendary Resistance (3/Day):</strong> If the avatar fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Soothing Aura:</strong> Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.</li>
<li><strong>Innate Spellcasting (Psionics):</strong> The avatar's innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:
At will: acid splash (4d6), light, spare the dying, true strike
3/day each: bless, blur, command, darkness, enthrall, shield
2/day each: counterspell, dispel magic
1/day each: black tentacles, confusion</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The avatar makes three oozing tentacle attacks.</li>
<li><strong>Oozing Tentacle:</strong> Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.</li>
<li><strong>Legendary Merge:</strong> A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.</li>
<li><strong>Acid Wave (Recharge 5-6):</strong> The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.</li>
<li><strong>Consult the Zom (1/Day):</strong> The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.</li>
</ul>
<p>The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>At Will Spell:</strong> The avatar casts one at will spell.</li>
<li><strong>Oozing Tentacle:</strong> The avatar makes one oozing tentacle attack.</li>
<li><strong>Acid Wave (Costs 2 Actions):</strong> The avatar uses Acid Wave, if it is available.</li>
</ul>
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<title>Azeban</title>
</head>
<body>
<h1>Azeban</h1>
<p><em>Medium</em> <em>Fey</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 78 (12d8+24)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 44</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5, Wis +1</li>
<li><strong>Skills:</strong> deception +6, perception +1, stealth +5</li>
<li><strong>Damage Resistances:</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common, Elvish, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Elusive:</strong> The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.</li>
<li><strong>Magic Resistance:</strong> The azeban has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Innate Spellcasting:</strong> The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: dancing lights, disguise self, faerie fire, minor illusion
3/day each: creation, major image, mislead, seeming
1/day each: mirage arcane, programmed illusion</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The azeban makes two attacks: one with its bite and one with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</li>
<li><strong>Ear-Splitting Yawp (Recharge 5-6):</strong> The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.</li>
</ul>
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<head>
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margin: auto;
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margin-left: 0;
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<title>Azi Dahaka</title>
</head>
<body>
<h1>Azi Dahaka</h1>
<p><em>Huge</em> <em>Dragon</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 157 (15d12+60)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 45</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>14 (+2)</td>
<td>19 (+4)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +9, Wis +6, Cha +8</li>
<li><strong>Skills:</strong> perception +11, stealth +7</li>
<li><strong>Damage Immunities:</strong> lightning</li>
<li><strong>Damage Resistances:</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 21</li>
<li><strong>Languages:</strong> Common, Draconic, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Legendary Resistance (3/Day):</strong> If Azi Dahaka fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Magic Resistance:</strong> Azi Dahaka has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Multiple Heads:</strong> Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</li>
<li><strong>Reactive Heads:</strong> Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.</li>
<li><strong>Vermin Blood:</strong> A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Azi Dahaka makes three bite attacks and two claw attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</li>
<li><strong>Storm Breath (Recharge 5-6):</strong> Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.</li>
</ul>
<p>Azi Dahaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Azi Dahaka regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Control Weather:</strong> Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Wing Attack (Costs 2 Actions):</strong> Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.</li>
</ul>
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margin: auto;
font-size: 18px;
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<title>Bar Brawl</title>
</head>
<body>
<h1>Bar Brawl</h1>
<p><em>Huge</em> <em>Humanoid</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (leather armor)</li>
<li><strong>Hit Points:</strong> 67 (9d12+9)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 48</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>13 (+1)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> bludgeoning</li>
<li><strong>Damage Resistances:</strong> piercing, slashing</li>
<li><strong>Condition Immunities:</strong> charmed, frightened, paralyzed, petrified, prone, restrained, stunned</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong> any two languages</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Liquid Courage (Recharge 5-6):</strong> As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.</li>
<li><strong>Swarm:</strong> The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bar brawl makes two melee attacks or two darts attacks.</li>
<li><strong>Barstool:</strong> Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.</li>
<li><strong>Broken Bottles:</strong> Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.</li>
<li><strong>Darts:</strong> Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.</li>
</ul>
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<head>
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<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
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ul, ol {
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<title>Barong</title>
</head>
<body>
<h1>Barong</h1>
<p><em>Large</em> <em>Celestial</em> <em>lawful good</em></p>
<ul>
<li><strong>Armor Class:</strong> 20 (natural armor)</li>
<li><strong>Hit Points:</strong> 225 (18d10+126)</li>
<li><strong>Speed:</strong> fly 60 ft. walk 60 ft.</li>
<li><strong>Challenge Rating:</strong> 17 (18,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 49</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>25 (+7)</td>
<td>20 (+5)</td>
<td>25 (+7)</td>
<td>18 (+4)</td>
<td>23 (+6)</td>
<td>22 (+6)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +13, Wis +12, Cha +12</li>
<li><strong>Skills:</strong> insight +12, perception +12, persuasion +12</li>
<li><strong>Damage Immunities:</strong> radiant</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened</li>
<li><strong>Senses:</strong> truesight 120 ft., passive Perception 22</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Protection:</strong> All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.</li>
<li><strong>Divine Weapons:</strong> Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).</li>
<li><strong>Magic Resistance:</strong> Barong has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Pack Tactics:</strong> Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Barong makes two attacks: one with his bite and one with his claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.</li>
<li><strong>Summon Spirit (1/Day):</strong> Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Divine Protection:</strong> When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.</li>
</ul>
<p>Barong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barong regains spent legendary actions at the start of his turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Claw:</strong> Barong makes one claw attack.</li>
<li><strong>Enlightening Roar:</strong> Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.</li>
<li><strong>Divine Command (Costs 2 Actions):</strong> Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.</li>
</ul>
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padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Bathhouse Drake</title>
</head>
<body>
<h1>Bathhouse Drake</h1>
<p><em>Medium</em> <em>Dragon</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 75 (10d8+30)</li>
<li><strong>Speed:</strong> fly 60 ft. swim 60 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 130</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> medicine +6, persuasion +4</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> fire</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., truesight 10 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Draconic, Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The bathhouse drake can breathe air and water.</li>
<li><strong>Soapy:</strong> The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.</li>
<li><strong>Innate Spellcasting:</strong> The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: create or destroy water, misty step, prestidigitation
3/day each: control water, fog cloud, gaseous form, lesser restoration</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bathhouse drake makes three melee attacks: one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.</li>
<li><strong>Scalding Jet:</strong> Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.</li>
<li><strong>Steam Burst (Recharge 5-6):</strong> The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Bearfolk Chieftain</title>
</head>
<body>
<h1>Bearfolk Chieftain</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (chain shirt, shield)</li>
<li><strong>Hit Points:</strong> 130 (20d8+40)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 51</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>9 (-1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Wis +5</li>
<li><strong>Skills:</strong> athletics +11, insight +5, intimidation +7, persuasion +4, survival +5</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Brute:</strong> A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).</li>
<li><strong>Frenzy (1/rest):</strong> As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.</li>
<li><strong>Keen Smell:</strong> The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.</li>
<li><strong>Savage Charge:</strong> If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bearfolk makes two attacks with its battleaxe and one with its bite.</li>
<li><strong>Battleaxe:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.</li>
<li><strong>Leadership (Recharges after a Short or Long Rest):</strong> For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Bearmit Crab</title>
</head>
<body>
<h1>Bearmit Crab</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 59 (7d10+21)</li>
<li><strong>Speed:</strong> swim 20 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 52</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
<td>4 (-3)</td>
<td>13 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Resistances:</strong> bludgeoning</li>
<li><strong>Senses:</strong> Passive Perception 13</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Viscid Shell:</strong> When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.</li>
<li><strong>Keen Smell:</strong> The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.</li>
<li><strong>False Appearance:</strong> While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Bilwis</title>
</head>
<body>
<h1>Bilwis</h1>
<p><em>Medium</em> <em>Elemental</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 49 (11d8)</li>
<li><strong>Speed:</strong> fly 40 ft. hover True ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 53</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> lightning, thunder</li>
<li><strong>Condition Immunities:</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Auran</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Air Form:</strong> The bilwis can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.</li>
<li><strong>Whirlwind (Recharge 5-6):</strong> Each creature in the bilwis' space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a target takes half the bludgeoning damage and isn't knocked prone.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Black Sun Orc</title>
</head>
<body>
<h1>Black Sun Orc</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (hide armor)</li>
<li><strong>Hit Points:</strong> 65 (10d8+20)</li>
<li><strong>Speed:</strong> climb 20 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 289</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>9 (-1)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +4, survival +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Orc</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aggressive:</strong> As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</li>
<li><strong>Black Sun Sight:</strong> Magical darkness doesn't impede the Black Sun orc's darkvision.</li>
<li><strong>Light Sensitivity:</strong> While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Stone Camouflage:</strong> The orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The orc makes two attacks with its greatclub or with its sling.</li>
<li><strong>Greatclub:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.</li>
<li><strong>Sling:</strong> Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Black Sun Priestess</title>
</head>
<body>
<h1>Black Sun Priestess</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (hide armor)</li>
<li><strong>Hit Points:</strong> 67 (9d8+27)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 290</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>9 (-1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> insight +6, intimidation +6, religion +1</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Orc</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aggressive:</strong> As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.</li>
<li><strong>Black Sun Sight:</strong> Magical darkness doesn't impede the the Black Sun priestess' darkvision.</li>
<li><strong>Light Sensitivity:</strong> While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Spellcasting:</strong> The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, sacred flame
1st level (4 slots): bane, command, cure wounds, detect magic
2nd level (3 slots): augury, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, spirit guardians</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Greatclub:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Blood Elemental</title>
</head>
<body>
<h1>Blood Elemental</h1>
<p><em>Large</em> <em>Elemental</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 95 (10d10+40)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 138</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>13 (+1)</td>
<td>18 (+4)</td>
<td>5 (-3)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> poison</li>
<li><strong>Damage Immunities:</strong> necrotic, psychic</li>
<li><strong>Damage Resistances:</strong> acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Coagulate:</strong> Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.</li>
<li><strong>Destroyed by Water:</strong> If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.</li>
<li><strong>Liquid Form:</strong> The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The elemental makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.</li>
<li><strong>Blood Drain (Recharge 4-6):</strong> Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time.<br><br>At the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.</li>
</ul>
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
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<title>Blood Giant</title>
</head>
<body>
<h1>Blood Giant</h1>
<p><em>Huge</em> <em>Giant</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 126 (12d12+48)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 180</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>23 (+6)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>8 (-1)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Con +7, Wis +6</li>
<li><strong>Skills:</strong> history +2, perception +6, religion +2</li>
<li><strong>Damage Immunities:</strong> cold, poison</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Condition Immunities:</strong> exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Sense:</strong> A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it.</li>
<li><strong>Magic Weapons:</strong> The blood giant's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The blood giant makes two blood spear attacks.</li>
<li><strong>Blood Spear:</strong> Melee Weapon Attack: +9 to hit, range 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage.</li>
<li><strong>Rock:</strong> Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.</li>
<li><strong>Blood Magic (Recharge 5-6):</strong> The blood giant uses one of the following:<br>Impale. The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.<br>Drown. The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that.<br>Vaporize. A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds.</li>
</ul>
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margin: auto;
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<title>Blood Ooze</title>
</head>
<body>
<h1>Blood Ooze</h1>
<p><em>Large</em> <em>Ooze</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 8</li>
<li><strong>Hit Points:</strong> 76 (8d10+32)</li>
<li><strong>Speed:</strong> climb 20 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 282</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>6 (-2)</td>
<td>18 (+4)</td>
<td>1 (-5)</td>
<td>8 (-1)</td>
<td>2 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> acid, fire, necrotic, slashing</li>
<li><strong>Condition Immunities:</strong> blinded, charmed, deafened, exhaustion, frightened, prone</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 9</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amorphous:</strong> The ooze can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>Blood Drain:</strong> A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained.</li>
<li><strong>Spider Climb:</strong> The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Pseudopod:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Overflow:</strong> When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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<title>Blood Zombie</title>
</head>
<body>
<h1>Blood Zombie</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 10 (natural armor)</li>
<li><strong>Hit Points:</strong> 51 (6d8+24)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 282</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>6 (-2)</td>
<td>18 (+4)</td>
<td>3 (-4)</td>
<td>6 (-2)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +0</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 8</li>
<li><strong>Languages:</strong> understands the languages it knew in life but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Drain:</strong> A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.</li>
<li><strong>Undead Fortitude:</strong> If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
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table {
border-collapse: collapse;
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border: 1px solid black;
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}
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<title>Bloody Bones</title>
</head>
<body>
<h1>Bloody Bones</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 55 (10d8+10)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 54</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>6 (-2)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> deception +4, stealth +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> none, but can speak through the use of its Horrific Imitation trait</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Horrifying Aura:</strong> Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.</li>
<li><strong>Horrific Imitation:</strong> The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.</li>
<li><strong>Dark Stare:</strong> The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Its Crown Runs Red:</strong> When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Bone Golem</title>
</head>
<body>
<h1>Bone Golem</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 60 (8d8+24)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 201</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> necrotic, poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Berserk:</strong> Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. </li>
</ul>
<p>The golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.
- <strong>False Appearance:</strong> While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.
- <strong>Immutable Form:</strong> The bone golem is immune to any spell or effect that would alter its form.
- <strong>Magic Resistance:</strong> The bone golem has advantage on saving throws against spells and other magical effects.
- <strong>Magic Weapons:</strong> The bone golem's weapon attacks are magical.
- <strong>Necrotic Absorption:</strong> Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bone golem makes two attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.</li>
<li><strong>Bone Shard:</strong> Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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border: 1px solid black;
padding: 5px;
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<title>Bookkeeper</title>
</head>
<body>
<h1>Bookkeeper</h1>
<p><em>Tiny</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 5 (2d4)</li>
<li><strong>Speed:</strong> fly 30 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/8 (25 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 55</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
<td>8 (-1)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +1, stealth +4</li>
<li><strong>Damage Immunities:</strong> either cold or fire (designated at the time of the bookkeeper's creation), poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 11</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Between the Lines:</strong> As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page.</li>
<li><strong>Book Bound:</strong> A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper's hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper's new “creator” and inherits the bookkeeper along with the book.</li>
<li><strong>Disintegrate:</strong> When the bookkeeper dies, the book it is bound to is also destroyed.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Ink Splash:</strong> Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 poison damage.</li>
<li><strong>Elusive Pages:</strong> While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
}
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<title>Boot Grabber</title>
</head>
<body>
<h1>Boot Grabber</h1>
<p><em>Small</em> <em>Aberration</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 22 (4d6+8)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 56</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>4 (-3)</td>
<td>12 (+1)</td>
<td>2 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +3</li>
<li><strong>Damage Resistances:</strong> acid</li>
<li><strong>Condition Immunities:</strong> prone</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands Void Speech but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Adhesive:</strong> The boot grabber adheres to anything that touches it. A Large or smaller creature adhered to the boot grabber is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.</li>
<li><strong>Amorphous:</strong> The boot grabber can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>False Appearance:</strong> While the boot grabber remains motionless, it is indistinguishable from a dirty puddle of water.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Adhesive Hands:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage and the target is subjected to its Adhesive trait. Until this grapple ends, the target is restrained, and the boot grabber can't make adhesive hands attacks against other targets.</li>
<li><strong>Unearthly Hum:</strong> The boot grabber targets one creature it can see within 60 feet of it. It emits a high frequency humming noise which can only be heard by the target. The target must succeed on a DC 11 Wisdom saving throw or move toward the boot grabber on its turn by the shortest and most direct route, ending its turn when it comes within 5 feet of the boot grabber.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Bronze Golem</title>
</head>
<body>
<h1>Bronze Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 57 (6d10+24)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 201</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>6 (-2)</td>
<td>18 (+4)</td>
<td>1 (-5)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Boiling Body:</strong> The golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The golem makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time.</li>
<li><strong>Brazen Bull:</strong> The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cacus Giant</title>
</head>
<body>
<h1>Cacus Giant</h1>
<p><em>Huge</em> <em>Giant</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 138 (12d12+60)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 181</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>11 (+0)</td>
<td>20 (+5)</td>
<td>7 (-2)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8, Con +8, Wis +5</li>
<li><strong>Skills:</strong> perception +5, survival +5</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Senses:</strong> passive Perception 15</li>
<li><strong>Languages:</strong> Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Final Breath:</strong> When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cacus giant makes two greatclub attacks.</li>
<li><strong>Greatclub:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.</li>
<li><strong>Rock:</strong> Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.</li>
<li><strong>Fire Breath (Recharge 4-6):</strong> The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Carbuncle</title>
</head>
<body>
<h1>Carbuncle</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 36 (8d6+8)</li>
<li><strong>Speed:</strong> climb 20 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 57</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +5, stealth +6</li>
<li><strong>Condition Immunities:</strong> charmed</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Carbuncle, Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Gem Illumination:</strong> As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</li>
<li><strong>Jungle Camouflage:</strong> The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The carbuncle makes one bite attack and one claw attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.</li>
<li><strong>Light Beam (Recharge 5-6):</strong> The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cats of Ulthar</title>
</head>
<body>
<h1>Cats of Ulthar</h1>
<p><em>Huge</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 55 (10d10)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 58</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>9 (-1)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>2 (-4)</td>
<td>14 (+2)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +6</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, slashing</li>
<li><strong>Condition Immunities:</strong> charmed, frightened, paralyzed, petrified, prone, restrained, stunned</li>
<li><strong>Senses:</strong> darkvision 30 ft., passive Perception 12</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Feline Terror:</strong> Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.</li>
<li><strong>Keen Senses:</strong> The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.</li>
<li><strong>Swarm:</strong> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bites:</strong> Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cauldronborn</title>
</head>
<body>
<h1>Cauldronborn</h1>
<p><em>Small</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 13 (3d6+3)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 59</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>7 (-2)</td>
<td>12 (+1)</td>
<td>3 (-4)</td>
<td>6 (-2)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> piercing and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 8</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Consumption:</strong> As a bonus action, a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried. Along with the potion's effect, the cauldronborn's hp maximum increases by 3 (1d6) and it gains the same number of hp.</li>
<li><strong>Detect Elixir:</strong> The cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it.</li>
<li><strong>Regeneration:</strong> The cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp.</li>
<li><strong>Sprint:</strong> The cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cauldronborn makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.</li>
<li><strong>Call Potion (Recharge 5-6):</strong> The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cave Giant</title>
</head>
<body>
<h1>Cave Giant</h1>
<p><em>Huge</em> <em>Giant</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 200 (16d12+96)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 182</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>27 (+8)</td>
<td>10 (+0)</td>
<td>22 (+6)</td>
<td>8 (-1)</td>
<td>13 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Con +10, Wis +5</li>
<li><strong>Skills:</strong> athletics +12, perception +5, survival +5</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Sunlight Petrification:</strong> If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The giant makes three attacks: two with its handaxe and one with its tusks.</li>
<li><strong>Handaxe:</strong> Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) slashing damage.</li>
<li><strong>Tusks:</strong> Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.</li>
<li><strong>Rock:</strong> Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Centaur Chieftain</title>
</head>
<body>
<h1>Centaur Chieftain</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (chain shirt, shield)</li>
<li><strong>Hit Points:</strong> 110 (17d8+34)</li>
<li><strong>Speed:</strong> walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 60</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>9 (-1)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Con +5, Wis +5</li>
<li><strong>Skills:</strong> athletics +7, perception +5, survival +5</li>
<li><strong>Senses:</strong> passive Perception 15</li>
<li><strong>Languages:</strong> Centaur, Common, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow.</li>
<li><strong>Pike:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.</li>
<li><strong>Hooves:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.</li>
<li><strong>Longbow:</strong> Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.</li>
<li><strong>Leadership (Recharges after a Short or Long Rest):</strong> For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one</li>
<li><strong>Leadership die at a time:</strong> This effect ends if the centaur chieftain is incapacitated.</li>
<li><strong>Rearing Strike (Recharge 5-6):</strong> The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its<br>Armor Class by 2 until the start of its next turn.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Chaos-Spawn Goblin</title>
</head>
<body>
<h1>Chaos-Spawn Goblin</h1>
<p><em>Small</em> <em>Humanoid</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 22 (5d6+5)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 190</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +6</li>
<li><strong>Damage Resistances:</strong> psychic</li>
<li><strong>Condition Immunities:</strong> frightened</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Nimble Escape:</strong> The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chaos-spawn goblin makes two attacks with its scimitar.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.</li>
<li><strong>Psychic Stab (Recharge 6):</strong> The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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margin: auto;
font-size: 18px;
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padding: 10px;
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}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Child of Yggdrasil</title>
</head>
<body>
<h1>Child of Yggdrasil</h1>
<p><em>Large</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 112 (15d10+30)</li>
<li><strong>Speed:</strong> climb 20 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 61</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>18 (+4)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +7, stealth +3</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> acid, cold; bludgeoning from nonmagical attacks</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Acid Touch:</strong> As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.</li>
<li><strong>Forest Camouflage:</strong> The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.</li>
<li><strong>Keen Smell:</strong> The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The child of Yggdrasil makes three claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.</li>
</ul>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Chuhaister</title>
</head>
<body>
<h1>Chuhaister</h1>
<p><em>Large</em> <em>Giant</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 157 (15d10+75)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 62</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>22 (+6)</td>
<td>9 (-1)</td>
<td>20 (+5)</td>
<td>10 (+0)</td>
<td>11 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +8</li>
<li><strong>Skills:</strong> athletics +9</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> charmed, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Giant, Orc, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Feybane:</strong> Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.</li>
<li><strong>Light Sensitivity:</strong> While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chuhaister makes two greatclub attacks.</li>
<li><strong>Greatclub:</strong> Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.</li>
<li><strong>Rock:</strong> Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Deadfall Shield (Recharge 5-6):</strong> When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Chupacabra</title>
</head>
<body>
<h1>Chupacabra</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 36 (8d6+8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 63</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>3 (-4)</td>
<td>12 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> acrobatics +4, perception +3, stealth +4</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Hearing and Smell:</strong> The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
<li><strong>Running Leap:</strong> With a 10-foot running start, the chupacabra can long jump up to 25 feet.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.</li>
<li><strong>Fearful Gaze:</strong> The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed 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 the chupacabra's Fearful Gaze for the next 24 hours.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Malodorous Stench:</strong> When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cipactli</title>
</head>
<body>
<h1>Cipactli</h1>
<p><em>Medium</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 78 (12d8+24)</li>
<li><strong>Speed:</strong> swim 30 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 83</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +5</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> cold, poison</li>
<li><strong>Damage Resistances:</strong> lightning</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The cipactli can breathe air and water.</li>
<li><strong>Underwater Camouflage:</strong> The cipactli has advantage on Dexterity (Stealth) checks made while underwater.</li>
<li><strong>Water Step:</strong> As a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way: a stream, ooze, soggy ground, or even runoff from a drain pipe.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</li>
<li><strong>Devouring Embrace:</strong> The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it.<br><br>If the cipactli moves, the devoured target moves with it. The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check.</li>
<li><strong>Ancient Lullaby (Recharge 5-6):</strong> A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Clacking Skeleton</title>
</head>
<body>
<h1>Clacking Skeleton</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (armor scraps)</li>
<li><strong>Hit Points:</strong> 45 (10d8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 319</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>6 (-2)</td>
<td>8 (-1)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> bludgeoning</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 9</li>
<li><strong>Languages:</strong> understands all languages it knew in life but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Horrid Clacking:</strong> If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clacking skeleton makes two attacks: one with its glaive and one with its gore or two with its shortbow.</li>
<li><strong>Glaive:</strong> Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.</li>
<li><strong>Gore:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Clockwork Assassin</title>
</head>
<body>
<h1>Clockwork Assassin</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 99 (18d8+18)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 64</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +4</li>
<li><strong>Skills:</strong> acrobatics +6, investigation +4, perception +4, stealth +9, survival +4</li>
<li><strong>Damage Immunities:</strong> lightning, poison</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> understands Common but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Assassinate:</strong> During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</li>
<li><strong>Explosive Core:</strong> When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Immutable Form:</strong> The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The assassin has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Psychic Susceptibility:</strong> If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.</li>
<li><strong>Sneak Attack (1/Turn):</strong> The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</li>
<li><strong>Standing Leap:</strong> The assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clockwork assassin makes two rapier attacks.</li>
<li><strong>Rapier:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.</li>
<li><strong>Disassembly:</strong> The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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ul, ol {
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table {
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th, td {
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</style>
<title>Clockwork Servant</title>
</head>
<body>
<h1>Clockwork Servant</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 22 (4d8+4)</li>
<li><strong>Speed:</strong> walk 25 ft.</li>
<li><strong>Challenge Rating:</strong> 1/8 (25 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 65</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>13 (+1)</td>
<td>8 (-1)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> investigation +3, perception +5</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Domestic Retainer:</strong> The servant can cast the mending and prestidigitation cantrips at will without requiring spell components.</li>
<li><strong>Immutable Form:</strong> The servant is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The servant has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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table {
border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Clockwork Soldier</title>
</head>
<body>
<h1>Clockwork Soldier</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 45 (6d8+18)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 65</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>13 (+1)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +5, intimidation +-3</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Immutable Form:</strong> The soldier is immune to any spell or effect that would alter its form.</li>
<li><strong>Intimidating Legions:</strong> A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.</li>
<li><strong>Magic Resistance:</strong> The soldier has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Halberd:</strong> Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.</li>
<li><strong>Overdrive Flurry (Recharge 6):</strong> The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Corpse Thief</title>
</head>
<body>
<h1>Corpse Thief</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 30 (4d8+12)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 66</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>16 (+3)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +5</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Object Reading:</strong> By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. </li>
<li>If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. </li>
<li>If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The corpse thief makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</li>
<li><strong>Steal:</strong> The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Crimson Mist</title>
</head>
<body>
<h1>Crimson Mist</h1>
<p><em>Medium</em> <em>Undead</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 68 (8d8+32)</li>
<li><strong>Speed:</strong> hover True ft. walk 60 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 67</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>15 (+2)</td>
<td>18 (+4)</td>
<td>3 (-4)</td>
<td>20 (+5)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Wis +4, Cha +2</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> cold, necrotic, poison</li>
<li><strong>Damage Resistances:</strong> acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> understands all languages it knew as a vampire, but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Pseudocorporeal:</strong> The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.</li>
<li><strong>Sanguine Feast:</strong> Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.</li>
<li><strong>Vampire Weaknesses:</strong> The crimson mist has the following flaws:
Forbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.
Sunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Engulf:</strong> The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.<br><br>On a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Crypt Spider</title>
</head>
<body>
<h1>Crypt Spider</h1>
<p><em>Medium</em> <em>Beast</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 38 (7d8+7)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 133</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>11 (+0)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> deception +1, intimidation +1, stealth +5</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Undercommon</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Cocoon Prey:</strong> As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.</li>
<li><strong>Spider Climb:</strong> The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</li>
<li><strong>Web Sense:</strong> While in contact with a web, the spider knows the exact location of any other creature in contact with that web.</li>
<li><strong>Web Walker:</strong> The spider ignores movement restrictions caused by webbing.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.</li>
<li><strong>Web (Recharge 5-6):</strong> Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.</li>
<li><strong>Create Zombie:</strong> The crypt spider creates a swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cueyatl Moon Priest</title>
</head>
<body>
<h1>Cueyatl Moon Priest</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (studded leather)</li>
<li><strong>Hit Points:</strong> 81 (18d6+18)</li>
<li><strong>Speed:</strong> climb 20 ft. swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 68</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +4</li>
<li><strong>Skills:</strong> medicine +6, perception +6, religion +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Cueyatl</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The cueyatl can breathe air and water.</li>
<li><strong>Jungle Camouflage:</strong> The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.</li>
<li><strong>Slippery:</strong> The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.</li>
<li><strong>Standing Leap:</strong> The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</li>
<li><strong>Spellcasting:</strong> The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, spare the dying
1st level (4 slots): bane, cure wounds, protection from evil and good
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (2 slots): bestow curse, spirit guardians</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Morningstar:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) poison damage.</li>
<li><strong>Night's Chill (Recharge 5-6):</strong> The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.</li>
</ul>
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<!DOCTYPE html>
<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Cueyatl Sea Priest</title>
</head>
<body>
<h1>Cueyatl Sea Priest</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (leather armor)</li>
<li><strong>Hit Points:</strong> 45 (10d6+10)</li>
<li><strong>Speed:</strong> climb 20 ft. swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 69</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +3</li>
<li><strong>Skills:</strong> medicine +4, religion +2</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Aquan, Cueyatl</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The cueyatl can breathe air and water.</li>
<li><strong>Jungle Camouflage:</strong> The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.</li>
<li><strong>Slippery:</strong> The cueyatl has advantage on saving throws and ability checks made to escape a grapple.</li>
<li><strong>Speak with Sea Life:</strong> The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language.</li>
<li><strong>Spellcasting:</strong> The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): guidance, poison spray
1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals</li>
<li><strong>Standing Leap:</strong> The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Trident:</strong> Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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<title>Cueyatl Warrior</title>
</head>
<body>
<h1>Cueyatl Warrior</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (leather armor)</li>
<li><strong>Hit Points:</strong> 36 (8d6+8)</li>
<li><strong>Speed:</strong> climb 20 ft. swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 69</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +2</li>
<li><strong>Skills:</strong> acrobatics +4, survival +2</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Cueyatl</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The cueyatl can breathe air and water.</li>
<li><strong>Jungle Camouflage:</strong> The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.</li>
<li><strong>Slippery:</strong> The cueyatl has advantage on saving throws and ability checks made to escape a grapple.</li>
<li><strong>Standing Leap:</strong> The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Battleaxe:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands.</li>
</ul>
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margin: auto;
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<title>Cueyatl</title>
</head>
<body>
<h1>Cueyatl</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 21 (6d6)</li>
<li><strong>Speed:</strong> climb 20 ft. swim 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 68</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Cueyatl</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The cueyatl can breathe air and water.</li>
<li><strong>Jungle Camouflage:</strong> The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.</li>
<li><strong>Slippery:</strong> The cueyatl has advantage on saving throws and ability checks made to escape a grapple.</li>
<li><strong>Standing Leap:</strong> The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Spear:</strong> Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.</li>
</ul>
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margin: auto;
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font-family: sans-serif;
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<title>Darakhul High Priestess</title>
</head>
<body>
<h1>Darakhul High Priestess</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (half plate)</li>
<li><strong>Hit Points:</strong> 112 (15d8+45)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 172</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +8, Cha +6</li>
<li><strong>Skills:</strong> deception +6, insight +8, religion +5</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Darakhul</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Frenzy:</strong> The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.</li>
<li><strong>Master of Disguise:</strong> A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.</li>
<li><strong>Stench:</strong> Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Turning Defiance:</strong> The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.</li>
<li><strong>Spellcasting:</strong> The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians
4th level (3 slots): banishment, stone shape
5th level (2 slot): contagion, insect plague
6th level (1 slot): create undead
7th level (1 slot): regenerate
8th level (1 slot): antimagic field</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The darakhul high priestess makes two claw attacks and one bite attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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margin-left: 0; /* Remove margin from li */
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<title>Darakhul Shadowmancer</title>
</head>
<body>
<h1>Darakhul Shadowmancer</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (15 with mage armor)</li>
<li><strong>Hit Points:</strong> 52 (8d8+16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 173</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>13 (+1)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +6, Wis +3</li>
<li><strong>Skills:</strong> arcana +6, deception +1, investigation +6, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common, Darakhul, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Master of Disguise:</strong> A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.</li>
<li><strong>Shadow Stealth:</strong> While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.</li>
<li><strong>Stench:</strong> Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Turning Defiance:</strong> The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</li>
<li><strong>Spellcasting:</strong> The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, prestidigitation
1st level (4 slots): mage armor, ray of sickness, silent image
2nd level (3 slots): misty step, scorching ray, see invisibility
3rd level (3 slots): animate dead, dispel magic, stinking cloud
4th level (2 slots): arcane eye, black tentacles, confusion
5th level (1 slot): teleportation circle</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.</li>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
</ul>
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<head>
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<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
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padding: 10px;
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<title>Dark Eye</title>
</head>
<body>
<h1>Dark Eye</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (breastplate)</li>
<li><strong>Hit Points:</strong> 71 (11d8+22)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 72</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>9 (-1)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Dark Devotion:</strong> The dark eye has advantage on saving throws against being charmed or frightened.</li>
<li><strong>Gaze of Shadows:</strong> When a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.</li>
</ul>
<p>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.
- <strong>Sunlight Sensitivity:</strong> While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dark eye makes two attacks with its dagger.</li>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
}
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padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Dark Father</title>
</head>
<body>
<h1>Dark Father</h1>
<p><em>Large</em> <em>Undead</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 65 (10d8+18)</li>
<li><strong>Speed:</strong> fly 20 ft. hover True ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 71</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>6 (-2)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +4</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> the languages it knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Death Waits:</strong> The dark father has disadvantage on melee attack rolls against any creature that has all of its hp.</li>
<li><strong>Incorporeal Movement:</strong> The dark father can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</li>
<li><strong>None May Stop Death:</strong> When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Life Drain:</strong> Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.</li>
<li><strong>Final Curtain:</strong> The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Banish Hope:</strong> When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Dark Servant</title>
</head>
<body>
<h1>Dark Servant</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (leather armor)</li>
<li><strong>Hit Points:</strong> 55 (10d8+10)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 72</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Dark Devotion:</strong> The dark servant has advantage on saving throws
against being charmed or frightened.</li>
<li><strong>Darksight:</strong> Magical darkness doesn't impede the dark folk's darkvision.</li>
<li><strong>Pack Tactics:</strong> The dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the dark servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dark servant makes two attacks with its sickle.</li>
<li><strong>Sickle:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.</li>
<li><strong>Light Crossbow:</strong> Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Dark Voice</title>
</head>
<body>
<h1>Dark Voice</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (chain mail)</li>
<li><strong>Hit Points:</strong> 91 (14d8+28)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 73</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>15 (+2)</td>
<td>11 (+0)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> intimidation +7, persuasion +7</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Dark Devotion:</strong> The dark voice has advantage on saving throws against being charmed or frightened.</li>
<li><strong>Regeneration:</strong> The dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn't regenerate.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the dark voice has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dark voice makes two attacks with its mace.</li>
<li><strong>Mace:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage.</li>
<li><strong>Heavy Crossbow:</strong> Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 7 (2d6) cold damage.</li>
<li><strong>Whispers of Shadow (Recharge 5-6):</strong> The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice's next turn. Only sunlight can illuminate the area brightly during this time. Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Deathsworn Elf</title>
</head>
<body>
<h1>Deathsworn Elf</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (studded leather)</li>
<li><strong>Hit Points:</strong> 82 (15d8+15)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 142</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>19 (+4)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +7, stealth +10, survival +4</li>
<li><strong>Senses:</strong> passive Perception 17</li>
<li><strong>Languages:</strong> Common, Elvish</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Archer's Step:</strong> The deathsworn can use Disengage as a bonus action.</li>
<li><strong>Death Bolt (3/Day):</strong> As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.</li>
<li><strong>Fey Ancestry:</strong> The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.</li>
<li><strong>Keen Hearing and Sight:</strong> The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.</li>
<li><strong>Magic Weapons:</strong> The deathsworn's weapon attacks are magical.</li>
<li><strong>Stealthy Traveler:</strong> The deathsworn can take the Hide action as a bonus action.</li>
<li><strong>Surprise Attack:</strong> If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The deathsworn makes two melee attacks or four ranged attacks.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</li>
<li><strong>Longbow:</strong> Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</li>
<li><strong>Volley (Recharge 5-6):</strong> The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Desert Troll</title>
</head>
<body>
<h1>Desert Troll</h1>
<p><em>Large</em> <em>Giant</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 105 (10d10+50)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 356</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>13 (+1)</td>
<td>20 (+5)</td>
<td>9 (-1)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +4</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Desert Camouflage:</strong> The desert troll has advantage on Dexterity (Stealth) checks made to hide in desert terrain.</li>
<li><strong>Erupt:</strong> If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll's space, and is knocked prone. On a success, the creature takes half the damage and is pushed out of the troll's space, but isn't knocked prone.</li>
<li><strong>Keen Smell:</strong> The desert troll has advantage on Wisdom (Perception) checks that rely on smell.</li>
<li><strong>Regeneration:</strong> The troll regains 10 hp at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate.</li>
<li><strong>Water Susceptibility:</strong> The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The desert troll makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Devil Bough</title>
</head>
<body>
<h1>Devil Bough</h1>
<p><em>Huge</em> <em>Fiend</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 114 (12d12+36)</li>
<li><strong>Speed:</strong> walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 302</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +6</li>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> tremorsense 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Abyssal, Infernal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Grinding Maw:</strong> The devil bough has advantage on attack rolls against any creature grappled by its bite attack.</li>
<li><strong>Like Calls to Like:</strong> The devil bough knows if a creature within 60 feet of it is evil-aligned or not.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The devil bough makes one claw attack and one bite attack.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Arcasynthesis:</strong> When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Devil Shark</title>
</head>
<body>
<h1>Devil Shark</h1>
<p><em>Gargantuan</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 198 (12d20+72)</li>
<li><strong>Speed:</strong> swim 60 ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 13 (10,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 98</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>24 (+7)</td>
<td>14 (+2)</td>
<td>22 (+6)</td>
<td>14 (+2)</td>
<td>20 (+5)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +11, Wis +10</li>
<li><strong>Skills:</strong> intimidation +7, perception +10, religion +7, stealth +7, survival +10</li>
<li><strong>Damage Immunities:</strong> cold</li>
<li><strong>Damage Resistances:</strong> fire</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 20</li>
<li><strong>Languages:</strong> Aquan, Deep Speech, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Frenzy:</strong> The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.</li>
<li><strong>Keen Smell:</strong> The devil shark has advantage on Wisdom (Perception) checks that rely on smell.</li>
<li><strong>Magic Resistance:</strong> The devil shark has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Shark Telepathy:</strong> The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”</li>
<li><strong>Water Breathing:</strong> The devil shark can breathe only underwater.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).</li>
<li><strong>Swallow:</strong> The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. <br><br>If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.</li>
<li><strong>Freezing Breath (Recharge 5-6):</strong> The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Dhampir Commander</title>
</head>
<body>
<h1>Dhampir Commander</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>any alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (studded leather, shield)</li>
<li><strong>Hit Points:</strong> 97 (13d8+39)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 107</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +5, Dex +6, Wis +4, Cha +7</li>
<li><strong>Skills:</strong> athletics +5, deception +7, intimidation +7, persuasion +7, stealth +6</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Inspiring Savagery:</strong> Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.</li>
<li><strong>Undead Resistance:</strong> The dhampir has advantage on saving throws against disease.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.</li>
<li><strong>Rapier:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</li>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Dark Thirst:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.</li>
<li><strong>Predatory Charm:</strong> The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.</li>
<li><strong>Leadership (Recharges after a Short or Long Rest):</strong> For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur</li>
</ul>
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<title>Dhampir</title>
</head>
<body>
<h1>Dhampir</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>any alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (leather, shield)</li>
<li><strong>Hit Points:</strong> 32 (5d8+10)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 106</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Cha +5</li>
<li><strong>Skills:</strong> athletics +3, deception +5, persuasion +5, stealth +4</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Undead Resistance:</strong> The dhampir has advantage on saving throws against disease.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.</li>
<li><strong>Rapier:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</li>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</li>
<li><strong>Dark Thirst:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. Hit: 1 piercing damage plus 3 (1d6) necrotic damage. The dhampir regains hp equal to the amount of necrotic damage dealt.</li>
<li><strong>Predatory Charm:</strong> The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.</li>
</ul>
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margin: auto;
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<title>Doom Golem</title>
</head>
<body>
<h1>Doom Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 153 (18d10+54)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 201</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>24 (+7)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fear Aura:</strong> Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.</li>
<li><strong>Luminous Skeleton:</strong> The doom golem sheds dim light in a 10-foot radius.</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The doom golem makes one bite attack and one doom claw attack.</li>
<li><strong>Doom Claw:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.</li>
<li><strong>Wind of Boreas (Recharge 5-6):</strong> The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Doom Upon You:</strong> When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.</li>
</ul>
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margin: auto;
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<title>Dracotaur</title>
</head>
<body>
<h1>Dracotaur</h1>
<p><em>Large</em> <em>Dragon</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 110 (13d10+39)</li>
<li><strong>Speed:</strong> burrow 20 ft. walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 110</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>17 (+3)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +6, Cha +5</li>
<li><strong>Skills:</strong> athletics +8, intimidation +5, perception +4, survival +4</li>
<li><strong>Damage Immunities:</strong> lightning</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Draconic, Elvish</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Longbow:</strong> Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.</li>
<li><strong>Lightning Arrow (Recharges after a Short or Long Rest):</strong> The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.</li>
<li><strong>Lightning Breath (Recharge 5-6):</strong> The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
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padding: 10px;
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line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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margin-left: 0; /* Remove margin from li */
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<title>Dream Squire</title>
</head>
<body>
<h1>Dream Squire</h1>
<p><em>Medium</em> <em>Fey</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (chain shirt)</li>
<li><strong>Hit Points:</strong> 71 (13d8+13)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 134</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +2</li>
<li><strong>Skills:</strong> athletics +4, perception +2</li>
<li><strong>Condition Immunities:</strong> exhaustion</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bound Devotion:</strong> The dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master.</li>
<li><strong>Master's Bond:</strong> The dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane. </li>
</ul>
<p>A dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics).</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dream squire makes two melee attacks.</li>
<li><strong>Mace:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage.</li>
<li><strong>Light Crossbow:</strong> Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>For the Master:</strong> When the dream squire's master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
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li {
margin-left: 0; /* Remove margin from li */
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<title>Dream Wraith</title>
</head>
<body>
<h1>Dream Wraith</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 60 (8d8+24)</li>
<li><strong>Speed:</strong> fly 60 ft. hover True ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 135</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>6 (-2)</td>
<td>18 (+4)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +7</li>
<li><strong>Damage Vulnerabilities:</strong> psychic</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Create Wraith:</strong> Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.</li>
<li><strong>Incorporeal Movement:</strong> The dream wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Sleep Touch:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.</li>
<li><strong>Steal Dreams:</strong> The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Dreamer's Gaze:</strong> When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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border-collapse: collapse;
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<title>Droth</title>
</head>
<body>
<h1>Droth</h1>
<p><em>Huge</em> <em>Aberration</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 230 (20d12+100)</li>
<li><strong>Speed:</strong> climb 10 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 333</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>9 (-1)</td>
<td>20 (+5)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +9, Wis +7, Cha +9</li>
<li><strong>Skills:</strong> perception +7</li>
<li><strong>Damage Immunities:</strong> acid</li>
<li><strong>Damage Resistances:</strong> cold, fire</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 17</li>
<li><strong>Languages:</strong> all, telepathy 100 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Absorbent (3/Day):</strong> When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.</li>
<li><strong>Amorphous:</strong> The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>Soothing Aura:</strong> Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The droth makes two oozing crush attacks.</li>
<li><strong>Oozing Crush:</strong> Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.</li>
<li><strong>Merge:</strong> A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.</li>
<li><strong>Acid Wave (Recharge 5-6):</strong> The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
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<title>Dust Goblin Chieftain</title>
</head>
<body>
<h1>Dust Goblin Chieftain</h1>
<p><em>Small</em> <em>Humanoid</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (studded leather)</li>
<li><strong>Hit Points:</strong> 44 (8d6+16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 136</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>8 (-1)</td>
<td>18 (+4)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Int +5</li>
<li><strong>Skills:</strong> intimidation +3, stealth +8, survival +3</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common, Goblin, and one ancient language</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Alien Mind:</strong> The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.</li>
<li><strong>Cunning Action:</strong> On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.</li>
<li><strong>Sneak Attack (1/Turn):</strong> The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.</li>
<li><strong>Twisted:</strong> When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Shortsword:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be 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</li>
<li><strong>Light Crossbow:</strong> Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Parry:</strong> The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.</li>
</ul>
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<title>Dvarapala</title>
</head>
<body>
<h1>Dvarapala</h1>
<p><em>Huge</em> <em>Giant</em> <em>any alignment (as its patron deity)</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 136 (13d12+52)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 137</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>8 (-1)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +7, Con +7, Wis +6</li>
<li><strong>Skills:</strong> perception +6, religion +3</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common; telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Divine Words:</strong> In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).</li>
<li><strong>Keen Senses:</strong> The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.</li>
<li><strong>Magic Resistance:</strong> The dvarapala has advantage on saving throws against spells and other magical effects.</li>
<li><strong>You Shall Not Pass:</strong> The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.</li>
<li><strong>Innate Spellcasting:</strong> The dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:
At will: sacred flame (2d8)
3/day: thunderwave
1/day each: gust of wind, wind wall</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Gada:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.</li>
<li><strong>Javelin:</strong> Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.</li>
<li><strong>Sweeping Strike (Recharge 4-6):</strong> The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.</li>
</ul>
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margin: auto;
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<title>Echo</title>
</head>
<body>
<h1>Echo</h1>
<p><em>Medium</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 102 (12d8+48)</li>
<li><strong>Speed:</strong> fly 20 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 84</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>20 (+5)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> persuasion +6, stealth +8</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold, fire, lightning</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Abyssal, Celestial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Cacophony:</strong> The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Iron Claws:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.</li>
<li><strong>Everywhere at Once (Recharge 5-6):</strong> The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.</li>
<li><strong>Echoes of the Abyss (1/Day):</strong> The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.</li>
</ul>
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body {
max-width: 700px;
margin: auto;
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line-height: 1.5em;
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<title>Ecstatic Bloom</title>
</head>
<body>
<h1>Ecstatic Bloom</h1>
<p><em>Huge</em> <em>Celestial</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 171 (18d12+54)</li>
<li><strong>Speed:</strong> walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 303</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>9 (-1)</td>
<td>16 (+3)</td>
<td>20 (+5)</td>
<td>19 (+4)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +9, Wis +9</li>
<li><strong>Skills:</strong> insight +9, perception +9</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> radiant</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> truesight 120 ft. (blind beyond this radius), passive Perception 19</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Life:</strong> When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.</li>
<li><strong>Blessed Regrowth:</strong> At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.</li>
<li><strong>Foster the Trees:</strong> Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.</li>
<li><strong>Like Calls to Like:</strong> The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ecstatic bloom makes three gilded beam attacks.</li>
<li><strong>Gilded Beam:</strong> Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.</li>
<li><strong>Castigate (Recharges after a Short or Long Rest):</strong> The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.</li>
</ul>
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<head>
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max-width: 700px;
margin: auto;
font-size: 18px;
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<title>Edjet</title>
</head>
<body>
<h1>Edjet</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (chain shirt)</li>
<li><strong>Hit Points:</strong> 52 (8d8+16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 0</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +6, Con +5</li>
<li><strong>Skills:</strong> athletics +6, perception +4</li>
<li><strong>Damage Resistances:</strong> fire</li>
<li><strong>Senses:</strong> passive Perception 14</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Line of Battle:</strong> When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.</li>
<li><strong>Martial Advantage:</strong> Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragonborn edjet makes two melee or ranged attacks.</li>
<li><strong>Halberd:</strong> Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.</li>
<li><strong>Shortsword:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.</li>
<li><strong>Fire Breath (Recharges after a Short or Long Rest):</strong> The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
<meta charset="UTF-8">
<style>
body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
}
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padding-left: 20px;
margin-left: 0;
}
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margin-left: 0; /* Remove margin from li */
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<title>Elder Ghost Boar</title>
</head>
<body>
<h1>Elder Ghost Boar</h1>
<p><em>Huge</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 104 (11d12+33)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 169</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>22 (+6)</td>
<td>9 (-1)</td>
<td>17 (+3)</td>
<td>7 (-2)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> understands Common but can't speak it</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</li>
<li><strong>Incorporeal Jaunt:</strong> When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.</li>
<li><strong>Relentless (Recharges after a Short or Long Rest):</strong> If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.</li>
<li><strong>Spirit Conduit:</strong> When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The elder ghost boar makes two tusk attacks.</li>
<li><strong>Tusk:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Ghostly Slip:</strong> When it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself.</li>
</ul>
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<head>
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max-width: 700px;
margin: auto;
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padding: 10px;
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line-height: 1.5em;
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padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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<title>Elementalist</title>
</head>
<body>
<h1>Elementalist</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (studded leather)</li>
<li><strong>Hit Points:</strong> 45 (7d8+14)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 121</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>8 (-1)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> arcana +3, stealth +5</li>
<li><strong>Damage Resistances:</strong> one of fire, lightning, cold, or poison (see Elemental Focus)</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Elemental Focus:</strong> Each dragonborn elementalist permanently aligns with a particular element. This elemental focus grants the dragonborn resistance to a certain damage type and the ability to innately cast some spells. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Flame (Fire): The dragonborn has resistance to fire damage. It can cast the produce flame cantrip at will and can cast heat metal or scorching ray three times per day.
Storm (Air): The dragonborn has resistance to lightning damage. It can cast the shocking grasp cantrip at will and can cast blur or gust of wind three times per day.
Tide (Water): The dragonborn has resistance to cold damage. It can cast the ray of frost cantrip at will and can cast sleet storm or water breathing three times per day.
Cave (Earth): The dragonborn has resistance to poison damage. It can cast the blade ward cantrip at will and can cast meld into stone or shatter three times per day.</li>
<li><strong>War Mage:</strong> When making an opportunity attack, the dragonborn can cast a spell with a casting time of 1 action instead of making a weapon attack. If this spell requires a ranged attack roll, the dragonborn doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. This spell must only target the creature that provoked the opportunity attack.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragonborn makes two scimitar attacks.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</li>
<li><strong>Fire Breath (Recharges after a Short or Long Rest):</strong> The dragonborn breathes elemental energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the elementalist's elemental focus type on a failed save, or half as much damage on a successful one.</li>
</ul>
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<title>Elite Kobold</title>
</head>
<body>
<h1>Elite Kobold</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (leather armor)</li>
<li><strong>Hit Points:</strong> 26 (4d8+8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 239</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +5</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Combat Tunneler:</strong> If two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil.</li>
<li><strong>Pack Tactics:</strong> The kobold has advantage on attack rolls against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Mining Pick:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Sling:</strong> Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.</li>
<li><strong>Lantern Splash (Recharge 5-6):</strong> The elite kobold opens its miner's lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Small but Fierce:</strong> Two elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.</li>
</ul>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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<title>Elophar</title>
</head>
<body>
<h1>Elophar</h1>
<p><em>Large</em> <em>Undead</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 8</li>
<li><strong>Hit Points:</strong> 126 (12d10+60)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 149</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>6 (-2)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +7, Wis +-2</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 6</li>
<li><strong>Languages:</strong> Common, Giant, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ectoplasmic Spray:</strong> When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Possessed by Ancestors:</strong> The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):
| 1d6 | Spirit |
|-----|--------|
| 1 | Cautious: creates space between itself and its enemies and casts spells. |
| 2 | Fickle: attacks a creature it didn't last round. |
| 3 | Terrified: uses the Disengage action to run as far away from enemies as possible. |
| 4 | Bloodthirsty: attacks the nearest creature. |
| 5 | Hateful: only attacks the last creature it damaged. |
| 6 | Courageous: makes melee attacks against the most threatening enemy. |</li>
<li><strong>Runic Spellcasting:</strong> The runes etched on the elophar's rotting skin allow it to cast spells. The elophar's runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:
At will: acid splash, chill touch, poison spray
3/day: grease, thunderwave
1/day: enlarge/reduce</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
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<title>Enchanter</title>
</head>
<body>
<h1>Enchanter</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>any alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (15 with mage armor)</li>
<li><strong>Hit Points:</strong> 58 (13d8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 143</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>19 (+4)</td>
<td>13 (+1)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +7, Cha +7</li>
<li><strong>Skills:</strong> arcana +7, history +7, perception +4</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Elvish, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fey Ancestry:</strong> The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.</li>
<li><strong>Reach of the Fey:</strong> When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.</li>
<li><strong>Spellcasting:</strong> The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): dancing lights, friends, mage hand, message, prestidigitation
1st level (4 slots): charm person<em>, hideous laughter</em>, magic missile
2nd level (3 slots): hold person<em>, invisibility, suggestion</em>
3rd level (3 slots): hypnotic pattern, lightning bolt
4th level (3 slots): confusion<em>, conjure minor elementals
5th level (2 slots): dominate person</em>, hold monster<em>, mislead, modify memory</em>
6th level (1 slots): irresistible dance<em>, chain lightning
7th level (1 slot): prismatic spray</em>
Enchantment spell of 1st level or higher</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Dagger:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Captivating Gaze:</strong> The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Beguiling Parry (Recharge 4-6):</strong> When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.</li>
</ul>
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