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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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<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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table {
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</style>
<title>A-mi-kuk</title>
</head>
<body>
<h1>A-mi-kuk</h1>
<p><em>Huge</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 115 (10d12+50)</li>
<li><strong>Speed:</strong> swim 40 ft. burrow 20 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>21 (+5)</td>
<td>8 (-1)</td>
<td>20 (+5)</td>
<td>7 (-2)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +10, perception +5, stealth +2</li>
<li><strong>Damage Immunities:</strong> cold</li>
<li><strong>Damage Resistances:</strong> acid; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> paralyzed, restrained</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 30 ft., passive Perception 15</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hold Breath:</strong> The a-mi-kuk can hold its breath for 30 minutes.</li>
<li><strong>Fear of Fire:</strong> The a-mi-kuk is afraid of fire, and it won't move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can't be frightened by that same source again for 24 hours.</li>
<li><strong>Icy Slime:</strong> The a-mi-kuk's body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw.</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>Grasping Claw:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.</li>
<li><strong>Strangle:</strong> The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can't breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/a-mi-kuk.md">Markdown Format</a></p>
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<head>
<meta name="viewport" content="user-scalable=yes, width=device-width">
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<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;
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margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
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border: 1px solid black;
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}
</style>
<title>Aalpamac</title>
</head>
<body>
<h1>Aalpamac</h1>
<p><em>Huge</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 136 (13d12+52)</li>
<li><strong>Speed:</strong> walk 15 ft. swim 50 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>21 (+5)</td>
<td>10 (+0)</td>
<td>19 (+4)</td>
<td>2 (-4)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +7</li>
<li><strong>Skills:</strong> perception +6</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The aalpamac can breathe air and water.</li>
<li><strong>Distance Distortion Aura:</strong> The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can't move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac's Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The aalpamac 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: 16 (2d10 + 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>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/aalpamac.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>Abbanith Giant</title>
</head>
<body>
<h1>Abbanith Giant</h1>
<p><em>Large</em> <em>Giant</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 76 (9d10+27)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>20 (+5)</td>
<td>9 (-1)</td>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>11 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +7, Con +5</li>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> tremorsense 120 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Giant, Terran</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>One with the Earth:</strong> The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone.</li>
<li><strong>Siege Monster:</strong> The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The abbanith giant makes two thumb claw attacks.</li>
<li><strong>Thumb Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Earth Counter (Recharge 6):</strong> When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/abbanith-giant.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;
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border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Adult Boreal Dragon</title>
</head>
<body>
<h1>Adult Boreal Dragon</h1>
<p><em>Huge</em> <em>Dragon</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (natural armor)</li>
<li><strong>Hit Points:</strong> 212 (17d12+102)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft. swim 30 ft.</li>
<li><strong>Challenge Rating:</strong> 17 (18,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>25 (+7)</td>
<td>10 (+0)</td>
<td>23 (+6)</td>
<td>15 (+2)</td>
<td>17 (+3)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +12, Wis +9, Cha +9</li>
<li><strong>Skills:</strong> athletics +13, perception +15, stealth +6</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 23</li>
<li><strong>Languages:</strong> Draconic, Giant</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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +13 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 17 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>Cinder Breath (Recharge 5-6):</strong> The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire 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 can be used at a time and only at the end of another creatures 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 20 Dexterity saving throw or take 14 (2d6 + 7) 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/tome_of_beasts_2/adult-boreal-dragon.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;
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<title>Adult Imperial Dragon</title>
</head>
<body>
<h1>Adult Imperial Dragon</h1>
<p><em>Huge</em> <em>Dragon</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (natural armor)</li>
<li><strong>Hit Points:</strong> 297 (22d12+154)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 40 ft. swim 40 ft.</li>
<li><strong>Challenge Rating:</strong> 20 (25,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 117</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>12 (+1)</td>
<td>25 (+7)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +13, Wis +9, Cha +10</li>
<li><strong>Skills:</strong> arcana +10, history +10, insight +9, perception +15, stealth +7</li>
<li><strong>Damage Immunities:</strong> lightning, thunder</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 25</li>
<li><strong>Languages:</strong> all</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The dragon can breathe air and water.</li>
<li><strong>Legendary Resistance (3/Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Truespeak:</strong> The dragon can communicate with any living creature as if they shared a language.</li>
<li><strong>Innate Spellcasting:</strong> The imperial dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components.
At will: fog cloud
3/day each: control water, gust of wind, stinking cloud
1/day each: cloudkill, control weather</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon can use its Mesmerizing 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 10 ft., Hit: 19 (2d10 + 8) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.</li>
<li><strong>Mesmerizing 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 charmed by the dragon 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 Mesmerizing Presence for the next 24 hours.</li>
<li><strong>Lightning Breath (Recharge 5-6):</strong> The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Change Shape:</strong> The dragon magically polymorphs into a humanoid or beast 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 dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br><br>The dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics.</li>
</ul>
<p>The dragon 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 creatures 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>Cast a Spell (Costs 3 Actions):</strong> The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal.</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>Ahu-Nixta Cataphract</title>
</head>
<body>
<h1>Ahu-Nixta Cataphract</h1>
<p><em>Large</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (clockwork armor)</li>
<li><strong>Hit Points:</strong> 135 (18d10+36)</li>
<li><strong>Speed:</strong> hover True ft. walk 30 ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>20 (+5)</td>
<td>8 (-1)</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 +4</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 14</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 ahu-nixta 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 ahu-nixta's clockwork armor 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 15, +7 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 cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice.</li>
<li><strong>Whirring Blades:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.</li>
<li><strong>Pronged Scepter:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.</li>
<li><strong>Bashing Rod:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage</li>
<li><strong>Arcane Cannon:</strong> Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.</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 */
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table {
border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
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</style>
<title>Ahu-Nixta Drudge</title>
</head>
<body>
<h1>Ahu-Nixta Drudge</h1>
<p><em>Medium</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (clockwork armor)</li>
<li><strong>Hit Points:</strong> 26 (4d8+8)</li>
<li><strong>Speed:</strong> fly 30 ft. hover True ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>15 (+2)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +2</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 11</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 few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp.</li>
<li><strong>Immutable Form:</strong> The drudge's clockwork armor 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.</li>
<li><strong>Innate Spellcasting:</strong> The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:
At will: fire bolt (1d10)
1/day: fear</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Whirring Blades:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) 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>Akaasit</title>
</head>
<body>
<h1>Akaasit</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 91 (14d8+28)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>13 (+1)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> piercing</li>
<li><strong>Condition Immunities:</strong> blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> truesight 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Immutable Form:</strong> The akaasit is immune to any spell or effect that would alter its form.</li>
<li><strong>Unfixed in Time:</strong> To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn.</li>
<li><strong>Magic Resistance:</strong> The akaasit has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The akaasit makes two arm blade attacks.</li>
<li><strong>Arm Blade:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Time-Assisted Counterattack:</strong> The akaasit's awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature's attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit's attack, the creature's attack doesn't hit the akaasit.</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>Akhlut</title>
</head>
<body>
<h1>Akhlut</h1>
<p><em>Large</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 120 (16d10+32)</li>
<li><strong>Speed:</strong> walk 40 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>19 (+4)</td>
<td>15 (+2)</td>
<td>15 (+2)</td>
<td>4 (-3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +5</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> blindsight 120 ft., passive Perception 14</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Echolocation:</strong> The akhlut can't use its blindsight while deafened.</li>
<li><strong>Hold Breath:</strong> The akhlut can hold its breath for 30 minutes.</li>
<li><strong>Keen Hearing and Smell:</strong> The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
<li><strong>Pack Tactics:</strong> The akhlut has advantage on attack rolls against a creature if at least one of the akhlut'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 akhlut makes two attacks: one with its bite and one with its tail slam. It can't make both attacks against the same target.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.</li>
<li><strong>Tail Slam:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) bludgeoning 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;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
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border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Alchemical Skunk</title>
</head>
<body>
<h1>Alchemical Skunk</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 66 (12d6+24)</li>
<li><strong>Speed:</strong> burrow 10 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>13 (+1)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>2 (-4)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +5</li>
<li><strong>Senses:</strong> blindsight 10 ft., passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Hearing and Smell:</strong> The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
<li><strong>Magic Resistance:</strong> The alchemical skunk has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</li>
<li><strong>Alchemical Spray:</strong> The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk's spray.<br>1. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.<br>2. Shrinking Cloud. The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell 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.<br>3. Laughing Gas. The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs 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.<br>4. Blinding Spray. The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.<br>5. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.<br>6. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned 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>Alligator Turtle</title>
</head>
<body>
<h1>Alligator Turtle</h1>
<p><em>Medium</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 11 (2d8+2)</li>
<li><strong>Speed:</strong> walk 20 ft. swim 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 387</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>12 (+1)</td>
<td>13 (+1)</td>
<td>2 (-4)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +4, Con +3</li>
<li><strong>Skills:</strong> stealth +3</li>
<li><strong>Senses:</strong> passive Perception 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hold Breath:</strong> The turtle can hold its breath for 1 hour.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target is grappled (escape DC 12). Until this grapple ends, the turtle can't bite another target.</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>Alligator</title>
</head>
<body>
<h1>Alligator</h1>
<p><em>Medium</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 11 (2d8+2)</li>
<li><strong>Speed:</strong> swim 30 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 387</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>10 (+0)</td>
<td>13 (+1)</td>
<td>2 (-4)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +4, Con +3</li>
<li><strong>Skills:</strong> stealth +2</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hold Breath:</strong> The alligator can hold its breath for 15 minutes.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't bite another target.</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>Alpha Fish</title>
</head>
<body>
<h1>Alpha Fish</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> 59 (7d10+21)</li>
<li><strong>Speed:</strong> walk 0 ft. swim 50 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>13 (+1)</td>
<td>16 (+3)</td>
<td>1 (-5)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> intimidation +5, perception +3</li>
<li><strong>Senses:</strong> passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Defensive Frenzy:</strong> When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action.</li>
<li><strong>Frightening Display:</strong> When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn.</li>
<li><strong>Too Aggressive:</strong> The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions.</li>
<li><strong>Water Breathing:</strong> The fish can breathe only under water.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alpha fish uses its Fin Flare. It then makes two headbutt attacks.</li>
<li><strong>Headbutt:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.</li>
<li><strong>Fin Flare:</strong> The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 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 alpha fish's Fin Flare for the next 24 hours.</li>
</ul>
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line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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<title>Amber Ooze</title>
</head>
<body>
<h1>Amber Ooze</h1>
<p><em>Large</em> <em>Ooze</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 7</li>
<li><strong>Hit Points:</strong> 76 (9d10+27)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 277</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>5 (-3)</td>
<td>17 (+3)</td>
<td>1 (-5)</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> bludgeoning, piercing, and slashing from nonmagical attacks</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 8</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>Arboreal Movement:</strong> The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed.</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>Multiattack:</strong> The amber ooze uses its Engulf. It then makes two pseudopod attacks.</li>
<li><strong>Pseudopod:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage.</li>
<li><strong>Engulf:</strong> The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.<br><br>On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.<br><br>On a failed save, the ooze enters the creature's space and the creature is engulfed. The engulfed creature can't breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it.<br><br>An engulfed creature can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.</li>
</ul>
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<title>Ancient Boreal Dragon</title>
</head>
<body>
<h1>Ancient Boreal Dragon</h1>
<p><em>Gargantuan</em> <em>Dragon</em> <em>chaotic neutral</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> walk 40 ft. fly 80 ft. swim 30 ft.</li>
<li><strong>Challenge Rating:</strong> 24 (62,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>29 (+9)</td>
<td>10 (+0)</td>
<td>27 (+8)</td>
<td>17 (+3)</td>
<td>19 (+4)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +15, Wis +11, Cha +11</li>
<li><strong>Skills:</strong> athletics +16, perception +18, stealth +7</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 28</li>
<li><strong>Languages:</strong> Draconic, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ember Wreath (1/Day):</strong> As a bonus action, the boreal dragon wreathes its body in searing blue and white embers. The embers last for 1 minute or until the dragon uses its breath weapon. A creature that enters or starts its turn in a space within 30 feet of the dragon must make a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion as the water is sapped from its body by the unrelenting heat.</li>
<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 15 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 20 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 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>Cinder Breath (Recharge 5-6):</strong> The dragon exhales a 90-foot cone of superheated air filled with blue-white embers. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire 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 can be used at a time and only at the end of another creatures 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 23 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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body {
max-width: 700px;
margin: auto;
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padding: 10px;
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<title>Ancient Imperial Dragon</title>
</head>
<body>
<h1>Ancient Imperial Dragon</h1>
<p><em>Gargantuan</em> <em>Dragon</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 22 (natural armor)</li>
<li><strong>Hit Points:</strong> 546 (28d20+252)</li>
<li><strong>Speed:</strong> swim 40 ft. walk 40 ft. fly 80 ft.</li>
<li><strong>Challenge Rating:</strong> 26 (90,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 117</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>30 (+10)</td>
<td>12 (+1)</td>
<td>29 (+9)</td>
<td>20 (+5)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +9, Con +17, Wis +12, Cha +13</li>
<li><strong>Skills:</strong> arcana +13, history +13, insight +12, perception +20, stealth +9</li>
<li><strong>Damage Immunities:</strong> lightning, thunder</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 30</li>
<li><strong>Languages:</strong> all</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The dragon can breathe air and water.</li>
<li><strong>Legendary Resistance (3/Day):</strong> If the dragon fails a saving throw, it can choose to succeed instead.</li>
<li><strong>Truespeak:</strong> The dragon can communicate with any living creature as if they shared a language.</li>
<li><strong>Innate Spellcasting:</strong> The imperial dragon's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components.
At will: control water, fog cloud, gust of wind, stinking cloud
3/day each: cloudkill, control weather
1/day each: legend lore, storm of vengeance</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.</li>
<li><strong>Mesmerizing 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 24 Wisdom saving throw or become charmed by the dragon 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 Mesmerizing Presence for the next 24 hours.</li>
<li><strong>Lightning Breath (Recharge 5-6):</strong> The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Change Shape:</strong> The imperial dragon magically polymorphs into a humanoid or beast 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 dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br><br>The dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics.</li>
</ul>
<p>The dragon 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 creatures 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>Cast a Spell (Costs 3 Actions):</strong> The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal.</li>
</ul>
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margin: auto;
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<title>Angel of Judgment</title>
</head>
<body>
<h1>Angel of Judgment</h1>
<p><em>Huge</em> <em>Celestial</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (natural armor)</li>
<li><strong>Hit Points:</strong> 229 (17d12+119)</li>
<li><strong>Speed:</strong> walk 40 ft. fly 120 ft.</li>
<li><strong>Challenge Rating:</strong> 18 (20,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 16</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>18 (+4)</td>
<td>25 (+7)</td>
<td>22 (+6)</td>
<td>24 (+7)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +12, Wis +13, Cha +11</li>
<li><strong>Skills:</strong> history +12, investigation +12, perception +13, religion +12</li>
<li><strong>Damage Resistances:</strong> necrotic, poison, radiant; 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 23</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Change Face:</strong> As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action. </li>
<li>Face of Chaos. The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils. </li>
<li>Face of Law. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead.</li>
<li><strong>Divine Awareness:</strong> The angel of judgment knows if it hears a lie.</li>
<li><strong>Magic Resistance:</strong> The angel of judgment has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Penance Gaze:</strong> When a creature that can see the angel of judgment's eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn't incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained. 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 angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save.</li>
<li><strong>Weapons of Balance:</strong> The angel of judgment's weapon attacks are magical. When the angel of judgment hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack).</li>
<li><strong>Innate Spellcasting:</strong> The angel of judgment's spellcasting ability is Charisma (spell save DC 19). The angel can cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, detect thoughts, invisibility (self only)
3/day each: calm emotions, dispel evil and good, speak with dead
1/day each: divine word, holy aura, raise dead</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The angel of judgment makes two melee attacks.</li>
<li><strong>Greataxe:</strong> Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 27 (6d8) force damage.</li>
</ul>
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margin: auto;
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<title>Angelic Enforcer</title>
</head>
<body>
<h1>Angelic Enforcer</h1>
<p><em>Large</em> <em>Celestial</em> <em>lawful good</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 152 (16d10+64)</li>
<li><strong>Speed:</strong> walk 30 ft. fly 90 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 17</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>18 (+4)</td>
<td>18 (+4)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +9, Cha +9</li>
<li><strong>Skills:</strong> insight +9, intimidation +9, perception +9, survival +9</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 19</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blazing Weapons:</strong> The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack).</li>
<li><strong>Divine Awareness:</strong> The angelic enforcer knows if it hears a lie.</li>
<li><strong>Magic Resistance:</strong> The enforcer has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Innate Spellcasting:</strong> The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The angelic enforcer makes two melee attacks, but can use its bite only once.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.</li>
<li><strong>Greatsword:</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.</li>
<li><strong>Change Shape:</strong> The angelic enforcer magically polymorphs into a humanoid or a lion 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 enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has.</li>
</ul>
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body {
max-width: 700px;
margin: auto;
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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>Animated Bearskin Rug</title>
</head>
<body>
<h1>Animated Bearskin Rug</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> 65 (10d10+10)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 24</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>12 (+1)</td>
<td>1 (-5)</td>
<td>3 (-4)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Condition Immunities:</strong> blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 6</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Antimagic Susceptibility:</strong> The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</li>
<li><strong>Damage Transfer:</strong> While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.</li>
<li><strong>False Appearance:</strong> While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Envelop:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target.</li>
<li><strong>Menacing Roar (Recharge 6):</strong> The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success.</li>
</ul>
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<head>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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table {
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padding: 5px;
text-align: left;
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</style>
<title>Aniwye</title>
</head>
<body>
<h1>Aniwye</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 102 (12d10+36)</li>
<li><strong>Speed:</strong> climb 20 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>19 (+4)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +6, stealth +6</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Shapechanger:</strong> The aniwye can use its action to polymorph into a Large ogre or Huge hill giant, or back into its true form, which is a skunk-like monstrosity. Its statistics, other than its size, are the same in each form, with the exception that only the aniwye's skunk form retains its burrowing and climbing speeds. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</li>
<li><strong>Unstable Form:</strong> If the aniwye takes 30 or more points of damage on a single turn while in ogre or giant form, it can immediately shift to its skunk form.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> In ogre or giant form, the aniwye makes two slam attacks. In skunk form, it makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Slam (Giant or Ogre Form Only):</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.</li>
<li><strong>Bite (Skunk Form Only):</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.</li>
<li><strong>Claw (Skunk Form Only):</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</li>
<li><strong>Rock (Giant Form Only):</strong> Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.</li>
<li><strong>Deadly Musk (Recharge 5-6; Skunk Form Only):</strong> The aniwye releases a cloud of highly poisonous musk from its tail in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 24 (7d6) poison damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.</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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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;
padding: 5px;
text-align: left;
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</style>
<title>Anzu</title>
</head>
<body>
<h1>Anzu</h1>
<p><em>Large</em> <em>Monstrosity</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> fly 80 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 26</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>18 (+4)</td>
<td>7 (-2)</td>
<td>15 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +6</li>
<li><strong>Damage Resistances:</strong> fire, lightning</li>
<li><strong>Senses:</strong> darkvision 90 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Sight:</strong> The anzu has advantage on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The anzu makes three attacks: one with its bite and two with its talons.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.</li>
<li><strong>Talons:</strong> Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.</li>
<li><strong>Breath Weapons (Recharge 5-6):</strong> The anzu uses one of the following breath weapons: <br><em> Fire Breath. The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. <br></em> Water Breath. The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn't pushed or knocked prone.</li>
<li><strong>Lightning Relocation:</strong> The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu's starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once.</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;
}
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;
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}
</style>
<title>Apaxrusl</title>
</head>
<body>
<h1>Apaxrusl</h1>
<p><em>Medium</em> <em>Construct</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 60 (8d8+24)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 27</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>13 (+1)</td>
<td>16 (+3)</td>
<td>9 (-1)</td>
<td>6 (-2)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +3</li>
<li><strong>Damage Vulnerabilities:</strong> thunder</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 30 ft., passive Perception 8</li>
<li><strong>Languages:</strong> Abyssal and one language of its creator</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Earth Glide:</strong> The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through.</li>
<li><strong>Fiendish Construct:</strong> The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.</li>
<li><strong>Fiery Sands (Recharge 5-6):</strong> Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Shifting Sands:</strong> The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled.</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;
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padding: 10px;
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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;
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border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Arachnocrat</title>
</head>
<body>
<h1>Arachnocrat</h1>
<p><em>Medium</em> <em>Fiend</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 93 (17d8+17)</li>
<li><strong>Speed:</strong> walk 30 ft. climb 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 102</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>17 (+3)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5, Int +4, Cha +6</li>
<li><strong>Skills:</strong> deception +8, insight +4, persuasion +6, stealth +5</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Infernal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aristocratic Disguise:</strong> An arachnocrat in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a humanoid aristocrat.</li>
<li><strong>Devil's Sight:</strong> Magical darkness doesn't impede the arachnocrat's darkvision.</li>
<li><strong>Magic Resistance:</strong> The arachnocrat has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Speak with Spiders:</strong> The arachnocrat can communicate with spiders and other arachnids as if they shared a language.</li>
<li><strong>Spider Climb:</strong> The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; immunity to bludgeoning, poison, and psychic damage).</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. The skin of a creature that dies while poisoned takes on a golden hue.</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;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
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padding: 5px;
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<title>Ash Phoenix</title>
</head>
<body>
<h1>Ash Phoenix</h1>
<p><em>Large</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 105 (14d10+28)</li>
<li><strong>Speed:</strong> fly 90 ft. hover True ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 28</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>20 (+5)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +5</li>
<li><strong>Skills:</strong> perception +5, stealth +8</li>
<li><strong>Damage Vulnerabilities:</strong> radiant</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, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>False Appearance:</strong> While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke.</li>
<li><strong>Rejuvenation:</strong> If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site.</li>
<li><strong>Shadow Stealth:</strong> While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action.</li>
<li><strong>Wind Weakness:</strong> While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt.</li>
<li><strong>Ash Talons:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.</li>
<li><strong>Ash Storm (Recharge 5-6):</strong> The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.</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;
}
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<title>Ashen Custodian</title>
</head>
<body>
<h1>Ashen Custodian</h1>
<p><em>Medium</em> <em>Fey</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 99 (18d8+18)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 29</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>21 (+5)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +4</li>
<li><strong>Skills:</strong> nature +5, perception +5</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Elvish, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fire Controller:</strong> As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn.</li>
<li><strong>Forest Cleanser:</strong> When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage.</li>
<li><strong>Magic Resistance:</strong> The ashen custodian has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Warming Presence:</strong> When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp.</li>
<li><strong>Innate Spellcasting:</strong> The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:
At will: druidcraft, produce flame
3/day each: burning hands, cure wounds, flame blade, fog cloud
1/day each: conjure elemental (fire elemental only), wall of fire</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The ashen custodian makes two cleansing strike attacks.</li>
<li><strong>Cleansing Strike:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) 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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margin: auto;
font-size: 18px;
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padding: 10px;
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ul, ol {
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<title>Astral Devourer</title>
</head>
<body>
<h1>Astral Devourer</h1>
<p><em>Medium</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 90 (12d8+36)</li>
<li><strong>Speed:</strong> fly 30 ft. hover True ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 30</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>16 (+3)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Int +5</li>
<li><strong>Skills:</strong> perception +6, stealth +6</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, slashing</li>
<li><strong>Condition Immunities:</strong> grappled, paralyzed, petrified, poisoned, prone, restrained, stunned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Deep Speech, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Collective Mind:</strong> The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised.</li>
<li><strong>Magic Resistance:</strong> The astral devourer has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Swarm:</strong> The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The astral devourer makes two melee attacks.</li>
<li><strong>Hungering Serpents:</strong> Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.</li>
<li><strong>Serpent Spray (Recharge 6):</strong> The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Divide:</strong> When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind.</li>
<li><strong>Recombine:</strong> When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer.</li>
</ul>
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margin: auto;
font-size: 18px;
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<title>Astri</title>
</head>
<body>
<h1>Astri</h1>
<p><em>Small</em> <em>Celestial</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 112 (15d6+60)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 31</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>21 (+5)</td>
<td>18 (+4)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +6, Cha +8</li>
<li><strong>Skills:</strong> perception +6, stealth +8, survival +9</li>
<li><strong>Damage Resistances:</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion</li>
<li><strong>Senses:</strong> darkvision 90 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Enforce Good Deeds:</strong> A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion.</li>
<li><strong>Helping Hand:</strong> The astri can take the Help action as a bonus action on each of its turns.</li>
<li><strong>Magic Resistance:</strong> The astri has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The astri's weapon attacks are magical.</li>
<li><strong>Innate Spellcasting:</strong> The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:
At will: create or destroy water, detect poison and disease, produce flame, purify food and drink
3/day each: bless, create food and water, lesser restoration
1/day each: remove curse</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The astri makes three bite attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.</li>
<li><strong>Healing Touch (3/Day):</strong> The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Defensive Counter:</strong> When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker.</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;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
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border: 1px solid black;
padding: 5px;
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}
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<title>Attercroppe</title>
</head>
<body>
<h1>Attercroppe</h1>
<p><em>Tiny</em> <em>Fey</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 21 (6d4+6)</li>
<li><strong>Speed:</strong> swim 30 ft. climb 20 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 32</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>12 (+1)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6</li>
<li><strong>Skills:</strong> acrobatics +6, perception +5, stealth +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Aquan, Common, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Poisonous Aura:</strong> The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour.</li>
<li><strong>Water Invisibility:</strong> While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action.</li>
<li><strong>Innate Spellcasting:</strong> The attercroppe's spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:
At will: poison spray
3/day each: create or destroy water, fog cloud
1/day each: misty step, suggestion</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.</li>
</ul>
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max-width: 700px;
margin: auto;
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line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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<title>August Rooster</title>
</head>
<body>
<h1>August Rooster</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 75 (10d8+30)</li>
<li><strong>Speed:</strong> walk 25 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 33</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>16 (+3)</td>
<td>8 (-1)</td>
<td>7 (-2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Resistances:</strong> psychic</li>
<li><strong>Condition Immunities:</strong> charmed</li>
<li><strong>Senses:</strong> passive Perception 8</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Subservience:</strong> A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature's own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the august rooster's Aura of Subservience for 24 hours.</li>
<li><strong>Dive Bomb:</strong> If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage.</li>
<li><strong>Jumper:</strong> The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.</li>
<li><strong>Innate Spellcasting:</strong> The august rooster's innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components.
At will: dancing lights, mage hand, message, vicious mockery
3/day each: bane, charm person, hideous laughter
1/day each: healing word, hold person</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The august rooster makes two talon attacks.</li>
<li><strong>Talon:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</li>
</ul>
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<head>
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body {
max-width: 700px;
margin: auto;
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<title>Aurora Horribilis</title>
</head>
<body>
<h1>Aurora Horribilis</h1>
<p><em>Large</em> <em>Aberration</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 119 (14d10+42)</li>
<li><strong>Speed:</strong> hover True ft. walk 0 ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 34</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>20 (+5)</td>
<td>17 (+3)</td>
<td>7 (-2)</td>
<td>14 (+2)</td>
<td>21 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +5, Cha +8</li>
<li><strong>Skills:</strong> acrobatics +8, performance +8</li>
<li><strong>Damage Vulnerabilities:</strong> force</li>
<li><strong>Damage Immunities:</strong> cold, psychic, radiant</li>
<li><strong>Condition Immunities:</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Incorporeal Movement:</strong> The aurora horribilis 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>Reality Adjacent:</strong> The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn't have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</li>
</ul>
<p>This trait is disrupted while the aurora is incapacitated or has a speed of 0.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The aurora horribilis makes two blistering touch attacks.</li>
<li><strong>Blistering Touch:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.</li>
<li><strong>Void Song:</strong> The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.<br><br>While charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness.</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;
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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<title>Avalanche Screamer</title>
</head>
<body>
<h1>Avalanche Screamer</h1>
<p><em>Large</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 133 (14d10+56)</li>
<li><strong>Speed:</strong> burrow 20 ft. walk 40 ft. climb 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 35</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>19 (+4)</td>
<td>5 (-3)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +4</li>
<li><strong>Skills:</strong> athletics +7, stealth +5</li>
<li><strong>Damage Immunities:</strong> bludgeoning, thunder</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> frightened, prone</li>
<li><strong>Senses:</strong> tremorsense 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Snow Camouflage:</strong> The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The avalanche screamer makes three attacks: one with its bite and two with its legs.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.</li>
<li><strong>Leg:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.</li>
<li><strong>Scream (Recharge 5-6):</strong> The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened.</li>
</ul>
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<title>Aviere</title>
</head>
<body>
<h1>Aviere</h1>
<p><em>Tiny</em> <em>Celestial</em> <em>any good</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 17 (5d4+5)</li>
<li><strong>Speed:</strong> fly 30 ft. walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 36</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>14 (+2)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> performance +6, religion +4</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> radiant</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> passive Perception 11</li>
<li><strong>Languages:</strong> Celestial, Common, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Divine Rejuvenation:</strong> An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere's deity prays over the aviere's ashes at dawn. If unholy water is sprinkled on the aviere's ashes, the aviere can't return to life, except through a wish spell or divine will.</li>
<li><strong>Illumination:</strong> The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</li>
<li><strong>Magic Resistance:</strong> The aviere has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The aviere's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Claw:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.</li>
<li><strong>Song of Life:</strong> The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable.</li>
<li><strong>Song of Healing (1/Day):</strong> The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp.</li>
</ul>
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margin: auto;
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<title>Avulzor</title>
</head>
<body>
<h1>Avulzor</h1>
<p><em>Large</em> <em>Aberration</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (bone kilt)</li>
<li><strong>Hit Points:</strong> 135 (18d10+36)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>19 (+4)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Cha +5</li>
<li><strong>Skills:</strong> arcana +7, insight +6, intimidation +8, medicine +6, perception +6</li>
<li><strong>Damage Immunities:</strong> necrotic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> paralyzed, stunned</li>
<li><strong>Senses:</strong> darkvision 90 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Deep Speech, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bone Shaping:</strong> The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: </li>
<li>Armor Class increases by 2 </li>
<li>Reach increases by 5 feet </li>
<li>Melee weapon attacks deal an extra 1d4 damage of the weapon's type. </li>
<li>Speed increases by 10 feet.</li>
<li><strong>Bone Kilt:</strong> The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3.</li>
<li><strong>Turning Defiance:</strong> Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The avulzor makes two claw attacks and two synchronized bite attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.</li>
<li><strong>Synchronized Bite:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.</li>
<li><strong>Animate Bones (Recharge 5-6):</strong> The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust.</li>
</ul>
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margin: auto;
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<title>Backup Holler Spider</title>
</head>
<body>
<h1>Backup Holler Spider</h1>
<p><em>Tiny</em> <em>Beast</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 14 (4d4+4)</li>
<li><strong>Speed:</strong> climb 25 ft. walk 25 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 395</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>15 (+2)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
<td>14 (+2)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4</li>
<li><strong>Skills:</strong> perception +4, stealth +4</li>
<li><strong>Damage Resistances:</strong> thunder</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Spider Climb:</strong> The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</li>
<li><strong>Vigilant:</strong> If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Hoot:</strong> Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.</li>
<li><strong>Distressed Discharge (Recharge 5-6):</strong> The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Tune Up:</strong> When an ally within 15 feet of the backup holler spider casts a spell that deals thunder damage, the backup holler spider chooses one of the spell's targets. That target has disadvantage on the saving throw against the spell.</li>
</ul>
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<head>
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max-width: 700px;
margin: auto;
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<title>Baliri Demon</title>
</head>
<body>
<h1>Baliri Demon</h1>
<p><em>Medium</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 190 (20d8+100)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 140</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>16 (+3)</td>
<td>20 (+5)</td>
<td>13 (+1)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +11, Dex +8, Con +10, Wis +8</li>
<li><strong>Skills:</strong> perception +8, persuasion +7, religion +6, stealth +8</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 90 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Abyssal, Common, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The baliri has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Praising Brays:</strong> As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The baliri demon makes three attacks: one with its bite and two with its pincers.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.</li>
<li><strong>Pincers:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.</li>
<li><strong>Blood Bray (Recharge 6):</strong> The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes.</li>
</ul>
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<title>Balloon Spider</title>
</head>
<body>
<h1>Balloon Spider</h1>
<p><em>Medium</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 36 (8d8)</li>
<li><strong>Speed:</strong> hover True ft. walk 20 ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 387</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>10 (+0)</td>
<td>2 (-4)</td>
<td>12 (+1)</td>
<td>4 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> lightning</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Erratic Discharge:</strong> A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.</li>
<li><strong>Charged Web (Recharge 4-6):</strong> Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction.</li>
<li><strong>Draw In:</strong> The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action.</li>
</ul>
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max-width: 700px;
margin: auto;
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<title>Barometz</title>
</head>
<body>
<h1>Barometz</h1>
<p><em>Large</em> <em>Plant</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 95 (10d10+40)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>16 (+3)</td>
<td>11 (+0)</td>
<td>18 (+4)</td>
<td>5 (-3)</td>
<td>16 (+3)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands Sylvan but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fruit of the Land:</strong> When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes' feast spell for 8 hours. If the feast isn't consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves.</li>
<li><strong>Parent Vine:</strong> The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies.</li>
<li><strong>Regeneration:</strong> The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz's parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn't regenerate.</li>
<li><strong>Wildland Runner:</strong> Difficult terrain composed of forest underbrush, bushes, or vines doesn't cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The barometz makes two attacks: one with its gore and one with its hooves.</li>
<li><strong>Gore:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.</li>
<li><strong>Hooves:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.</li>
</ul>
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<title>Bearing Golem</title>
</head>
<body>
<h1>Bearing 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> 75 (10d8+30)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>9 (-1)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>8 (-1)</td>
<td>12 (+1)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 30 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands the languages of its creator but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ambusher:</strong> In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised.</li>
<li><strong>False Appearance:</strong> While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings.</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>
<li><strong>Reform:</strong> If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action.</li>
<li><strong>Scatter:</strong> As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</li>
<li><strong>Steel Shot:</strong> Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.</li>
<li><strong>Scattershot (Recharge 5-6):</strong> The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters.</li>
</ul>
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<title>Befouled Weird</title>
</head>
<body>
<h1>Befouled Weird</h1>
<p><em>Medium</em> <em>Elemental</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 75 (10d8+30)</li>
<li><strong>Speed:</strong> walk 30 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>17 (+3)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> acid; 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 11</li>
<li><strong>Languages:</strong> Aquan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Freeze:</strong> If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn.</li>
<li><strong>Parasitic Amoebas:</strong> A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic.</li>
<li><strong>Unclean:</strong> If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute.</li>
<li><strong>Water Form:</strong> The befouled weird 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 befouled weird makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).</li>
<li><strong>Drown in Filth (Recharge 4-6):</strong> A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding.</li>
</ul>
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<title>Black Crier</title>
</head>
<body>
<h1>Black Crier</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 150 (20d8+60)</li>
<li><strong>Speed:</strong> walk 30 ft. hover True ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>14 (+2)</td>
<td>19 (+4)</td>
<td>16 (+3)</td>
<td>11 (+0)</td>
<td>20 (+5)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Int +4, Wis +9</li>
<li><strong>Skills:</strong> history +4, perception +9, performance +9, religion +4</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, poisoned, stunned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> understands all languages but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bound by Calamity:</strong> The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours.</li>
<li><strong>Rejuvenation:</strong> If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The black crier uses its Bell Toll. It then makes two melee attacks.</li>
<li><strong>Bell:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.</li>
<li><strong>Bell Toll:</strong> The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion.</li>
<li><strong>Crier's Lament (1/Day):</strong> The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</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;
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line-height: 1.5em;
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<title>Bleakheart</title>
</head>
<body>
<h1>Bleakheart</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 66 (12d8+12)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>10 (+0)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> persuasion +5, stealth +6</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, 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>Indiscernible in Shadows:</strong> While in dim light or darkness, the bleakheart is invisible.</li>
<li><strong>Silent Entry (3/Day):</strong> As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait.</li>
<li><strong>Sunlight Weakness:</strong> While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.</li>
<li><strong>Innate Spellcasting:</strong> The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, minor illusion
3/day each: disguise self</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Disheartening Touch:</strong> Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.</li>
<li><strong>Steal Joy (Recharge 5-6):</strong> Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest.</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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<title>Bloated Ghoul</title>
</head>
<body>
<h1>Bloated Ghoul</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 142 (19d8+57)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 166</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>16 (+3)</td>
<td>11 (+0)</td>
<td>12 (+1)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic, slashing</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, Undercommon</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Turning Defiance:</strong> The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</li>
<li><strong>Unholy Stench:</strong> When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bloated ghoul makes one bite attack and one claw attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws 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>Hideous Feast:</strong> The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse.</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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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>Blood Imp</title>
</head>
<body>
<h1>Blood Imp</h1>
<p><em>Tiny</em> <em>Fiend</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 14 (4d4+4)</li>
<li><strong>Speed:</strong> walk 20 ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 103</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>13 (+1)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> persuasion +4, religion +5, stealth +4</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bleed the Dying:</strong> The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage.</li>
<li><strong>Devil's Sight:</strong> Magical darkness doesn't impede the imp's darkvision.</li>
<li><strong>Magic Resistance:</strong> The imp has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Sting:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Spew Blood:</strong> Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.</li>
</ul>
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max-width: 700px;
margin: auto;
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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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<title>Bloodsapper</title>
</head>
<body>
<h1>Bloodsapper</h1>
<p><em>Medium</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 90 (12d8+36)</li>
<li><strong>Speed:</strong> walk 40 ft. climb 20 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>14 (+2)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +5</li>
<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> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Scent:</strong> A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</li>
<li><strong>Draining Tongue:</strong> Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.</li>
<li><strong>Bloody Breath (Recharge Special):</strong> The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature.</li>
</ul>
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<title>Bloodstone Sentinel</title>
</head>
<body>
<h1>Bloodstone Sentinel</h1>
<p><em>Large</em> <em>Construct</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 114 (11d10+48)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>18 (+4)</td>
<td>7 (-2)</td>
<td>18 (+4)</td>
<td>8 (-1)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</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 creators but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Lure:</strong> When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt.</li>
<li><strong>Blood Reservoir:</strong> The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: </li>
<li>Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. </li>
<li>Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. </li>
<li>Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bloodstone sentinel makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.</li>
</ul>
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<title>Bone Colossus</title>
</head>
<body>
<h1>Bone Colossus</h1>
<p><em>Gargantuan</em> <em>Undead</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 181 (11d20+66)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 13 (10,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 267</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>11 (+0)</td>
<td>22 (+6)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +11, Wis +8</li>
<li><strong>Skills:</strong> intimidation +13, perception +8</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> charmed, exhaustion, frightened, paralyzed, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 18</li>
<li><strong>Languages:</strong> Common, Darakhul</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Collective Mind:</strong> The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1.</li>
<li><strong>Siege Monster:</strong> The bone colossus deals double damage to objects and structures.</li>
<li><strong>Swarm Form:</strong> A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.</li>
</ul>
<p>As an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it.
- <strong>Turn Resistance:</strong> The bone colossus has advantage on saving throws against any effect that turns undead.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bone colossus makes two attacks.</li>
<li><strong>Thunderous Slam (Colossus Form Only):</strong> Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.</li>
<li><strong>Razor Teeth (Swarm Form Only):</strong> Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.</li>
</ul>
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margin: auto;
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<title>Boneshard Wraith</title>
</head>
<body>
<h1>Boneshard Wraith</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 127 (15d8+60)</li>
<li><strong>Speed:</strong> walk 15 ft. hover True ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 46</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>13 (+1)</td>
<td>14 (+2)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +6, stealth +7</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> any languages it knew in life, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Incorporeal Movement:</strong> The boneshard 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 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>Multiattack:</strong> The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make 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.</li>
<li><strong>Spectral Claw:</strong> Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.</li>
<li><strong>Boneshard Cyclone (Recharge 5-6):</strong> The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains.</li>
</ul>
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<title>Bonespitter</title>
</head>
<body>
<h1>Bonespitter</h1>
<p><em>Gargantuan</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 217 (14d20+70)</li>
<li><strong>Speed:</strong> burrow 30 ft. walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 13 (10,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 47</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>7 (-2)</td>
<td>21 (+5)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +10</li>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> blindsight 30 ft., tremorsense 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bony Body:</strong> A creature that starts its turn or enters a space within 5 feet of the bonespitter must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The bonespitter makes two attacks: one with its bite and one with its bone spike.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the bonespitter. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bonespitter, and it takes 17 (5d6) acid damage at the start of each of the bonespitter's turns. An undead creature made of mostly bones, such as a skeleton, is immune to this acid damage. If the bonespitter takes 30 damage or more on a single turn from a creature inside it, the bonespitter must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bonespitter. If the bonespitter dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</li>
<li><strong>Bone Spike:</strong> Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 18 (3d6 + 8) piercing damage, and, if the target is a Large or smaller creature, it is knocked prone, pinned to the ground by the spike, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the spike and ending the condition on a success. The spike can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage).</li>
<li><strong>Shard Spray (Recharge 5-6):</strong> The bonespitter exhales a 60-foot cone of bone shards. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a successful one. If a Large or smaller creature fails this saving throw, it is also knocked prone, pinned to the ground by a shard, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the shard and ending the condition on a success. The shard can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage).</li>
</ul>
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margin: auto;
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<title>Boomer</title>
</head>
<body>
<h1>Boomer</h1>
<p><em>Medium</em> <em>Plant</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 7 (natural armor)</li>
<li><strong>Hit Points:</strong> 22 (4d8+4)</li>
<li><strong>Speed:</strong> walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 157</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>1 (-5)</td>
<td>1 (-5)</td>
<td>12 (+1)</td>
<td>1 (-5)</td>
<td>3 (-4)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> thunder</li>
<li><strong>Condition Immunities:</strong> blinded, deafened, frightened</li>
<li><strong>Senses:</strong> blindsight 30 ft. (blind beyond this radius), passive Perception 6</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Deafening Boom:</strong> When a creature hits the boomer with a melee attack, the boomer releases a blast of sound. Each creature within 10 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.</li>
<li><strong>Death Burst:</strong> When it dies, the boomer explodes in a cacophonous burst. Each creature within 30 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened.</li>
<li><strong>False Appearance:</strong> While the boomer remains motionless, it is indistinguishable from an ordinary fungus.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Shriek:</strong> If bright light or a creature is within 30 feet of the boomer, it emits a shriek audible within 300 feet of it. The boomer continues to shriek until the disturbance moves out of range and for 1d4 of the boomer's turns afterward.</li>
</ul>
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margin: auto;
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<title>Boreal Dragon Wyrmling</title>
</head>
<body>
<h1>Boreal Dragon Wyrmling</h1>
<p><em>Medium</em> <em>Dragon</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 39 (6d8+12)</li>
<li><strong>Speed:</strong> walk 30 ft. fly 60 ft. swim 20 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 113</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>15 (+2)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +2, Con +4, Wis +3, Cha +3</li>
<li><strong>Skills:</strong> athletics +5, perception +5, stealth +2</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Draconic</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.</li>
<li><strong>Cinder Breath (Recharge 5-6):</strong> The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) 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">
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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>Boreas Chosen</title>
</head>
<body>
<h1>Boreas Chosen</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (leather armor, shield)</li>
<li><strong>Hit Points:</strong> 102 (12d8+48)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>17 (+3)</td>
<td>14 (+2)</td>
<td>19 (+4)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +6, intimidation +3, survival +5</li>
<li><strong>Damage Immunities:</strong> cold</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> passive Perception 12</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Frozen Blood:</strong> A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage.</li>
<li><strong>Ice Runes:</strong> The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack).</li>
<li><strong>Ice Walk:</strong> The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Boreas' chosen makes two ice spear attacks.</li>
<li><strong>Spear:</strong> Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage.</li>
<li><strong>Breath of the North Wind:</strong> (Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead.</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>Brachyura Shambler</title>
</head>
<body>
<h1>Brachyura Shambler</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 71 (11d8+22)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>16 (+3)</td>
<td>12 (+1)</td>
<td>15 (+2)</td>
<td>6 (-2)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Resistances:</strong> bludgeoning</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Brachyura</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Puncturing Claws:</strong> A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.</li>
<li><strong>Diseased Spit:</strong> Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.</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>Brain Hood</title>
</head>
<body>
<h1>Brain Hood</h1>
<p><em>Tiny</em> <em>Aberration</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 22 (5d4+10)</li>
<li><strong>Speed:</strong> fly 40 ft. hover True ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 50</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>4 (-3)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>15 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Resistances:</strong> bludgeoning</li>
<li><strong>Condition Immunities:</strong> prone</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 12</li>
<li><strong>Languages:</strong> Common, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Merge with Beast:</strong> If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature.</li>
<li><strong>Speak with Beasts:</strong> While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language.</li>
<li><strong>Innate Spellcasting (Psionics):</strong> The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:
At will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp
3/day each: detect magic, magic missile, sleep
1/day each: blur, burning hands, hold person</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).</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>Brimstone Locusthound</title>
</head>
<body>
<h1>Brimstone Locusthound</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 60 (8d8+24)</li>
<li><strong>Speed:</strong> walk 30 ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>19 (+4)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>3 (-4)</td>
<td>9 (-1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 9</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Smoky Aura:</strong> The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound's Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour).</li>
<li><strong>Smoky Haze:</strong> When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The brimstone locusthound makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.</li>
<li><strong>Sticky Spittle:</strong> Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained 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>Broodmother of Leng</title>
</head>
<body>
<h1>Broodmother of Leng</h1>
<p><em>Huge</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 161 (17d12+51)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>14 (+2)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +9, Int +7</li>
<li><strong>Skills:</strong> intimidation +4, perception +4, stealth +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, poisoned, unconscious</li>
<li><strong>Senses:</strong> darkvision 240 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Brood Leader:</strong> Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute.</li>
<li><strong>Eldritch Understanding:</strong> A broodmother of Leng can read and use any scroll.</li>
<li><strong>Poisonous Blood:</strong> A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn.</li>
<li><strong>Innate Spellcasting:</strong> The broodmother of Leng's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.
At will: charm person, chill touch, comprehend languages, detect magic
3/day each: hold person, suggestion, thunderwave
1/day each: dream, legend lore, mislead, scrying</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The broodmother of Leng makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage.</li>
<li><strong>Spit Venom:</strong> Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn.</li>
<li><strong>Call Brood (1/Day):</strong> The broodmother spawns 2d4 swarms of spiderlings (treat as spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Protect the Future:</strong> When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead.</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>Bulbous Violet</title>
</head>
<body>
<h1>Bulbous Violet</h1>
<p><em>Medium</em> <em>Plant</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 38 (7d8+7)</li>
<li><strong>Speed:</strong> walk 20 ft. climb 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>15 (+2)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>2 (-4)</td>
<td>10 (+0)</td>
<td>2 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> acid</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Acid Sacs:</strong> When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage.</li>
<li><strong>False Appearance:</strong> While the violet remains motionless, it is indistinguishable from other large flowering plants.</li>
<li><strong>Flesh Sense:</strong> The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Tendril:</strong> Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.</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>Bull</title>
</head>
<body>
<h1>Bull</h1>
<p><em>Large</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 25 (3d10+9)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>18 (+4)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>2 (-4)</td>
<td>9 (-1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> passive Perception 9</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Hooves:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.</li>
<li><strong>Gore:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing 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;
}
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>Butatsch</title>
</head>
<body>
<h1>Butatsch</h1>
<p><em>Gargantuan</em> <em>Aberration</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 248 (16d20+80)</li>
<li><strong>Speed:</strong> walk 20 ft. swim 50 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>23 (+6)</td>
<td>14 (+2)</td>
<td>21 (+5)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +11, Wis +8</li>
<li><strong>Skills:</strong> perception +13</li>
<li><strong>Damage Immunities:</strong> acid, fire</li>
<li><strong>Damage Resistances:</strong> bludgeoning</li>
<li><strong>Condition Immunities:</strong> grappled, paralyzed, prone, restrained</li>
<li><strong>Senses:</strong> truesight 120 ft., passive Perception 23</li>
<li><strong>Languages:</strong> Common, Deep Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Thousands of Eyes:</strong> The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target.</li>
<li><strong>Immolating Gaze:</strong> The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn't immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn't douse fires set by the butatsch's Immolating Gaze.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage.</li>
<li><strong>Ingest:</strong> The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch's turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting 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>Cackling Skeleton</title>
</head>
<body>
<h1>Cackling Skeleton</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 9</li>
<li><strong>Hit Points:</strong> 26 (4d8+8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 79</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>9 (-1)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Cha +4</li>
<li><strong>Skills:</strong> </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 10</li>
<li><strong>Languages:</strong> the languages it knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Cackle:</strong> The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn.</li>
<li><strong>Turn Vulnerability:</strong> The cackling skeleton has disadvantage on saving throws against any effect that turns undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.</li>
<li><strong>Mock (Recharge 5-6):</strong> The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw.</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>Cadaver Sprite</title>
</head>
<body>
<h1>Cadaver Sprite</h1>
<p><em>Tiny</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 20 (8d4)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>5 (-3)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +8</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 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.</li>
<li><strong>Corrupting Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.</li>
<li><strong>Invisibility:</strong> The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.</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>Caltrop Golem</title>
</head>
<body>
<h1>Caltrop 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> 75 (10d8+30)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 390</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>16 (+3)</td>
<td>8 (-1)</td>
<td>12 (+1)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 30 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands the languages of its creator but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ambusher:</strong> In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised.</li>
<li><strong>False Appearance:</strong> While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops.</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>
<li><strong>Reform:</strong> If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action.</li>
<li><strong>Scatter:</strong> As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.</li>
<li><strong>Steel Shot:</strong> Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.</li>
<li><strong>Scattershot (Recharge 5-6):</strong> The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters.</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;
}
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>Carnivorous Ship</title>
</head>
<body>
<h1>Carnivorous Ship</h1>
<p><em>Gargantuan</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 186 (12d20+60)</li>
<li><strong>Speed:</strong> walk 10 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 13 (10,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>23 (+6)</td>
<td>6 (-2)</td>
<td>20 (+5)</td>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> deception +12, perception +5</li>
<li><strong>Damage Immunities:</strong> acid</li>
<li><strong>Condition Immunities:</strong> prone</li>
<li><strong>Senses:</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The carnivorous ship can breathe air and water.</li>
<li><strong>Drones:</strong> Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones. Drones share a telepathic link with the carnivorous ship and are under its control. A drone uses the statistics of a zombie, except it can't be knocked prone while on the carnivorous ship and can attach itself to the ship as a reaction when the ship moves. The carnivorous ship can have no more than 12 drones under its control at one time.</li>
<li><strong>Shapechanger:</strong> The carnivorous ship can use its action to polymorph into a Gargantuan ship (such as a galleon) or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The carnivorous ship makes two bite attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 18 (4d8) acid damage.</li>
<li><strong>Spit Cannonballs:</strong> The carnivorous ship spits cannonball-like lumps of indigestible metal at up to three points it can see within 100 feet of it. Each creature within 5 feet of a point must make a DC 18 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one.</li>
<li><strong>Surge:</strong> The carnivorous ship moves up to 400 feet in a straight line and can move through Huge and smaller objects as if they were difficult terrain. This movement doesn't provoke opportunity attacks. If it moves through a Huge or smaller object, the object takes 55 (10d10) bludgeoning damage. If it moves through a ship, the ship's pilot can make a DC 15 Wisdom check using navigator's tools, halving the damage on a success.</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>Carnivorous Sod</title>
</head>
<body>
<h1>Carnivorous Sod</h1>
<p><em>Medium</em> <em>Plant</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 33 (6d8+6)</li>
<li><strong>Speed:</strong> walk 20 ft. burrow 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>14 (+2)</td>
<td>6 (-2)</td>
<td>12 (+1)</td>
<td>2 (-4)</td>
<td>10 (+0)</td>
<td>3 (-4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> blinded, deafened, poisoned</li>
<li><strong>Senses:</strong> blindsight 30 ft., tremorsense 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>False Appearance:</strong> While the carnivorous sod remains motionless, it is indistinguishable from a normal patch of grass.</li>
<li><strong>Spell Eater:</strong> If the carnivorous sod is in an area targeted by a spell that enhances plants in that area, such as the entangle, plant growth, and spike growth spells, the carnivorous sod absorbs the spell, ending it, and gains 10 temporary hp for each level of the spell it absorbed for 1 hour.</li>
<li><strong>Tripping Grass:</strong> If the carnivorous sod didn't move on its previous turn and hits a target with its Grass Trip, it can make one attack with its bite as a bonus action.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.</li>
<li><strong>Grass Trip:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is 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;
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text-align: left;
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<title>Carrier Mosquito</title>
</head>
<body>
<h1>Carrier Mosquito</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> 75 (10d10+20)</li>
<li><strong>Speed:</strong> walk 20 ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 389</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>15 (+2)</td>
<td>2 (-4)</td>
<td>8 (-1)</td>
<td>4 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Senses:</strong> blindsight 60 ft., passive Perception 9</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Charge:</strong> If the carrier mosquito moves at least 20 feet straight toward a target and then hits it with an impaling proboscis attack on the same turn, the target takes an extra 5 (1d10) piercing damage.</li>
<li><strong>Disruptive Droning:</strong> While a carrier mosquito is in flight, it produces a constant, loud droning, forcing those nearby to shout in order to be heard. A spellcaster within 30 feet of the mosquito must succeed on a DC 10 spellcasting ability check to cast a spell with a verbal component. In addition, a creature that is concentrating on a spell and that starts its turn within 30 feet of the mosquito must succeed on a DC 10 Constitution saving throw or lose concentration on the spell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Impaling Proboscis:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, the mosquito can automatically hit the target with its impaling proboscis, and the mosquito can't make impaling proboscis attacks against other targets.</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>Catscratch</title>
</head>
<body>
<h1>Catscratch</h1>
<p><em>Huge</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 76 (8d12+24)</li>
<li><strong>Speed:</strong> climb 15 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>18 (+4)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>3 (-4)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +6</li>
<li><strong>Damage Immunities:</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>Keen Smell:</strong> The catscratch has advantage on Wisdom (Perception) checks that rely on smell.</li>
<li><strong>Nine Lives (Recharges after a Short or Long Rest):</strong> When the catscratch would be reduced to 0 hp, it instead drops to 9 hp.</li>
<li><strong>Pounce:</strong> If the catscratch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the catscratch can make one bite attack against it as a bonus action.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The catscratch makes one bite attack and one claw attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.</li>
<li><strong>Vomit (Recharge 5-6):</strong> The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue.</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 Drake</title>
</head>
<body>
<h1>Cave Drake</h1>
<p><em>Large</em> <em>Dragon</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 95 (10d10+40)</li>
<li><strong>Speed:</strong> climb 30 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>17 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>6 (-2)</td>
<td>13 (+1)</td>
<td>11 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +4, survival +3</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 90 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ambusher:</strong> In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised.</li>
<li><strong>Keen Smell:</strong> The cave drake has advantage on Wisdom (Perception) checks that rely on smell.</li>
<li><strong>Spider Climb:</strong> The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</li>
<li><strong>Stone Camouflage:</strong> The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cave drake makes three attacks: one with its bite and two 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>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</li>
<li><strong>Blinding Spit (Recharge 5-6):</strong> Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way.</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 Shaman</title>
</head>
<body>
<h1>Cave Giant Shaman</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> 207 (18d12+90)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 171</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>20 (+5)</td>
<td>10 (+0)</td>
<td>15 (+2)</td>
<td>21 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5, Con +10, Wis +7</li>
<li><strong>Skills:</strong> arcana +5, athletics +13, perception +7, survival +7</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Common, Giant</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Sunlight Petrification:</strong> If the cave giant shaman 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>
<li><strong>Spellcasting:</strong> The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp
1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, shatter, spider climb, web
3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing
4th level (3 slots): ice storm, polymorph, wall of fire
5th level (2 slots): cloudkill, insect plague
6th level (1 slots): disintegrate
7th level (1 slots): reverse gravity</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cave giant shaman makes two attacks: one with its club and one with its tusks.</li>
<li><strong>Club:</strong> Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.</li>
<li><strong>Tusks:</strong> Melee Weapon Attack: +13 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: +13 to hit, range 60/240 ft., one creature. 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>Cave Goat</title>
</head>
<body>
<h1>Cave Goat</h1>
<p><em>Small</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 22 (4d6+8)</li>
<li><strong>Speed:</strong> walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 389</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>13 (+1)</td>
<td>15 (+2)</td>
<td>2 (-4)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +4</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>Keen Hearing:</strong> The cave goat has advantage on Wisdom (Perception) checks that rely on hearing.</li>
<li><strong>Sturdy Climber:</strong> The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Ram:</strong> Melee Weapon Attack: +4 to hit, reach 5 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>Cavefish Zombie</title>
</head>
<body>
<h1>Cavefish Zombie</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 10</li>
<li><strong>Hit Points:</strong> 37 (5d8+15)</li>
<li><strong>Speed:</strong> swim 40 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 384</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>10 (+0)</td>
<td>16 (+3)</td>
<td>3 (-4)</td>
<td>6 (-2)</td>
<td>3 (-4)</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 cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Stench:</strong> Any creature that starts its turn within 5 feet of the cavefish zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's Stench for 24 hours.</li>
<li><strong>Undead Fortitude:</strong> If damage reduces the cavefish 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: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) 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>Chameleon Hydra</title>
</head>
<body>
<h1>Chameleon Hydra</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> 184 (16d12+80)</li>
<li><strong>Speed:</strong> climb 40 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 207</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>16 (+3)</td>
<td>20 (+5)</td>
<td>4 (-3)</td>
<td>10 (+0)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +8, stealth +11</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Multiple Heads:</strong> The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.</li>
<li><strong>Superior Camouflage:</strong> While the chameleon hydra remains motionless, it has advantage on Dexterity (Stealth) checks made to hide. In addition, the chameleon hydra can hide even while a creature can see it.</li>
<li><strong>Wakeful:</strong> While the chameleon hydra sleeps, at least one of its heads is awake.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.</li>
<li><strong>Sticky Tongue:</strong> Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydra can't use the same sticky tongue on another target.</li>
<li><strong>Reel:</strong> The hydra pulls a creature grappled by it up to 25 feet straight toward it.</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>Chamrosh</title>
</head>
<body>
<h1>Chamrosh</h1>
<p><em>Medium</em> <em>Celestial</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 39 (6d8+12)</li>
<li><strong>Speed:</strong> fly 60 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>13 (+1)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +4, Cha +5</li>
<li><strong>Skills:</strong> insight +4, perception +6, survival +6</li>
<li><strong>Damage Resistances:</strong> fire, radiant</li>
<li><strong>Condition Immunities:</strong> frightened</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Celestial, Common, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Angelic Awareness:</strong> The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment.</li>
<li><strong>Flyby:</strong> The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach.</li>
<li><strong>Keen Hearing and Smell:</strong> The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.</li>
<li><strong>Fearsome Bark (Recharge 5-6):</strong> The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures.</li>
<li><strong>Healing Lick (2/Day):</strong> The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions.</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 {
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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>Chatterlome</title>
</head>
<body>
<h1>Chatterlome</h1>
<p><em>Medium</em> <em>Fiend</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 93 (11d8+44)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>15 (+2)</td>
<td>18 (+4)</td>
<td>18 (+4)</td>
<td>11 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +5, Cha +3</li>
<li><strong>Skills:</strong> perception +5, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold, fire; 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, Common, Infernal, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The chatterlome has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chatterlome makes four chisel attacks.</li>
<li><strong>Chisel:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Box Teleport:</strong> The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can't return to the Material Plane until it is summoned.</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>Cherufe</title>
</head>
<body>
<h1>Cherufe</h1>
<p><em>Huge</em> <em>Elemental</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (natural armor)</li>
<li><strong>Hit Points:</strong> 161 (14d12+70)</li>
<li><strong>Speed:</strong> walk 40 ft. burrow 40 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>22 (+6)</td>
<td>10 (+0)</td>
<td>21 (+5)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +11, Con +10</li>
<li><strong>Skills:</strong> perception +7</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Ignan, Terran</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Firewalker:</strong> When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn.</li>
<li><strong>Internal Flame:</strong> A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The cherufe makes four slam attacks. Alternatively, it can throw two magma balls.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.</li>
<li><strong>Magma Ball:</strong> Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.</li>
<li><strong>Fissure:</strong> The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface.</li>
<li><strong>Quake (Recharge 6):</strong> The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone.</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>Chill Haunt</title>
</head>
<body>
<h1>Chill Haunt</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 39 (6d8+12)</li>
<li><strong>Speed:</strong> walk 0 ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>7 (-2)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>8 (-1)</td>
<td>16 (+3)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> acrobatics +5</li>
<li><strong>Damage Immunities:</strong> cold, fire, 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 13</li>
<li><strong>Languages:</strong> the languages it knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Cryophobia:</strong> Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition.</li>
<li><strong>Fire Absorption:</strong> Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.</li>
<li><strong>Incorporeal Movement:</strong> The chill haunt 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>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Shivering Touch:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.</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;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Chimeric Phantom</title>
</head>
<body>
<h1>Chimeric Phantom</h1>
<p><em>Medium</em> <em>Undead</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 11</li>
<li><strong>Hit Points:</strong> 36 (8d8)</li>
<li><strong>Speed:</strong> walk 0 ft. hover True ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>12 (+1)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> 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> 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> any languages its constituent souls knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Frightening Madness:</strong> A chimeric phantom's madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom's Frightening Madness for 24 hours.</li>
<li><strong>Incorporeal Movement:</strong> The chimeric phantom 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>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chimeric phantom makes two Maddening Grasp attacks.</li>
<li><strong>Maddening Grasp:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic 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;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
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</style>
<title>Chronomatic Enhancer</title>
</head>
<body>
<h1>Chronomatic Enhancer</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</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 30 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>21 (+5)</td>
<td>11 (+0)</td>
<td>19 (+4)</td>
<td>9 (-1)</td>
<td>15 (+2)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 10 ft., passive Perception 16</li>
<li><strong>Languages:</strong> understands the languages of its creator but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Delay:</strong> When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed.</li>
<li><strong>Immutable Form:</strong> The chronomatic enhancer is immune to any spell or effect that would alter its form.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.</li>
<li><strong>Time-Infused Gears:</strong> The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: <br><em> Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. <br></em> Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. <br>* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Alter Timeline:</strong> When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s.</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;
}
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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<title>Clockwork Archon</title>
</head>
<body>
<h1>Clockwork Archon</h1>
<p><em>Gargantuan</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 201 (13d20+65)</li>
<li><strong>Speed:</strong> walk 30 ft. hover True ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 13 (10,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>24 (+7)</td>
<td>9 (-1)</td>
<td>20 (+5)</td>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +9</li>
<li><strong>Skills:</strong> </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 10</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Armored Transport:</strong> The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon.</li>
<li><strong>Immutable Form:</strong> The clockwork archon is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork archon has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Siege Monster:</strong> The clockwork archon deals double damage to objects and structures.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clockwork archon makes two attacks with its transforming weapon.</li>
<li><strong>Transforming Weapon:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.</li>
<li><strong>Fire from Heaven (Recharge 5-6):</strong> The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one.</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;
}
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 Leech</title>
</head>
<body>
<h1>Clockwork Leech</h1>
<p><em>Medium</em> <em>Construct</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 45 (6d8+18)</li>
<li><strong>Speed:</strong> walk 30 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>14 (+2)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +2, stealth +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 12</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Anesthetizing Bite:</strong> When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns.</li>
<li><strong>Immutable Form:</strong> The clockwork leech is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork leech has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.</li>
<li><strong>Tail:</strong> Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 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>Clockwork Mantis</title>
</head>
<body>
<h1>Clockwork Mantis</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> 68 (8d10+24)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>13 (+1)</td>
<td>19 (+4)</td>
<td>16 (+3)</td>
<td>3 (-4)</td>
<td>15 (+2)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +5, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</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> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hobbling Strike:</strong> When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn.</li>
<li><strong>Immutable Form:</strong> The clockwork mantis is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork mantis has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Standing Leap:</strong> The clockwork mantis'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 mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action.</li>
<li><strong>Serrated Blade:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.</li>
<li><strong>Invisibility:</strong> The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it.</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>Clockwork Tiger</title>
</head>
<body>
<h1>Clockwork Tiger</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 112 (15d10+30)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>18 (+4)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </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> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Immutable Form:</strong> The tiger is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The tiger has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Pounce:</strong> If the tiger 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 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.</li>
<li><strong>Reactive Guardian:</strong> The clockwork tiger has two reactions that can be used only for Deflecting Leap.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clockwork tiger makes one bite and two claw attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Deflecting Leap:</strong> When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead.</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>Colláis</title>
</head>
<body>
<h1>Colláis</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 150 (20d10+40)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>19 (+4)</td>
<td>15 (+2)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>17 (+3)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Cha +5</li>
<li><strong>Skills:</strong> intimidation +9, perception +7</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing damage from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> understands Common and Sylvan but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Impale and Toss:</strong> When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone.</li>
<li><strong>Magic Resistance:</strong> The colláis has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The colláis makes one gore attack and two hooves attacks.</li>
<li><strong>Gore:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.</li>
<li><strong>Hooves:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</li>
<li><strong>Cry of the Forest:</strong> The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened 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 colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice.</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>Compsognathus</title>
</head>
<body>
<h1>Compsognathus</h1>
<p><em>Tiny</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 10 (3d4+3)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/8 (25 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 108</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>12 (+1)</td>
<td>4 (-3)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +2, stealth +6</li>
<li><strong>Senses:</strong> passive Perception 12</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Grasslands Camouflage:</strong> The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass.</li>
<li><strong>Pack Tactics:</strong> The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus' allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 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>Conjoined Queen</title>
</head>
<body>
<h1>Conjoined Queen</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 168 (16d10+80)</li>
<li><strong>Speed:</strong> burrow 20 ft. climb 30 ft. walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 70</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>16 (+3)</td>
<td>21 (+5)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Wis +6</li>
<li><strong>Skills:</strong> perception +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> charmed, frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 60 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The conjoined queen has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Pheromones:</strong> A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours.</li>
<li><strong>Tunneler:</strong> The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake.</li>
<li><strong>Spellcasting:</strong> The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:
Cantrips (at will): acid splash, mage hand, prestidigitation, ray of frost
1st Level (4 slots): burning hands, magic missile, shield, thunderwave
2nd Level (3 slots): detect thoughts, misty step, web
3rd Level (3 slots): clairvoyance, counterspell, haste
4th Level (3 slots): banishment, confusion
5th Level (1 slot): insect plague</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The conjoined queen makes two slam attacks and one sting attack.</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>Sting:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.</li>
<li><strong>Queen's Wrathful Clattering (1/Day):</strong> The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn.</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>Corpse Worm</title>
</head>
<body>
<h1>Corpse Worm</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> 76 (8d10+32)</li>
<li><strong>Speed:</strong> walk 30 ft. climb 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>16 (+3)</td>
<td>12 (+1)</td>
<td>19 (+4)</td>
<td>1 (-5)</td>
<td>12 (+1)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> poison</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 Smell:</strong> The corpse worm has advantage on Wisdom (Perception) checks that rely on smell.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.</li>
<li><strong>Swallow:</strong> The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Regurgitate (Recharge 5-6):</strong> When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid 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;
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p, li {
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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table {
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th, td {
border: 1px solid black;
padding: 5px;
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<title>Corrupted Pixie</title>
</head>
<body>
<h1>Corrupted Pixie</h1>
<p><em>Tiny</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 5 (2d4)</li>
<li><strong>Speed:</strong> walk 10 ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>2 (-4)</td>
<td>20 (+5)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +7</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Abyssal, Infernal, Primordial, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The pixie has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Innate Spellcasting:</strong> The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: vicious mockery
1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Confusion Touch:</strong> The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself.</li>
<li><strong>Superior Invisibility:</strong> The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.</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;
}
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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 Shambler</title>
</head>
<body>
<h1>Crimson Shambler</h1>
<p><em>Medium</em> <em>Plant</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 32 (5d8+10)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>12 (+1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>1 (-5)</td>
<td>11 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> acid, poison</li>
<li><strong>Condition Immunities:</strong> blinded, deafened, poisoned</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Eerie Resemblance:</strong> The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature.</li>
<li><strong>Spores:</strong> A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature's lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature's Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.</li>
<li><strong>Slime Glob:</strong> Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).</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>Crinaea</title>
</head>
<body>
<h1>Crinaea</h1>
<p><em>Medium</em> <em>Fey</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 44 (8d8+8)</li>
<li><strong>Speed:</strong> swim 60 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 74</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>16 (+3)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +5</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., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Crinaea's Curse:</strong> The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned.</li>
<li><strong>Water-bound Form:</strong> The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source.</li>
<li><strong>Watery Form:</strong> While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing.</li>
<li><strong>Innate Spellcasting:</strong> The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: poison spray
3/day each: create or destroy water (create water only), purify food and drink (water only)
1/day each: disguise self, fog cloud, protection from poison</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Dagger:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold 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>Crocotta</title>
</head>
<body>
<h1>Crocotta</h1>
<p><em>Medium</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 39 (6d8+12)</li>
<li><strong>Speed:</strong> walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 75</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>8 (-1)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +5, stealth +4</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from metal weapons</li>
<li><strong>Condition Immunities:</strong> blinded, charmed</li>
<li><strong>Senses:</strong> passive Perception 15</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Mimicry:</strong> The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.</li>
<li><strong>Paralyzing Gaze:</strong> When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn.</li>
</ul>
<p>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save.</p>
<p>Canines are immune to the crocotta's Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw.
- <strong>Pounce:</strong> If the crocotta 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 crocotta can make one bite attack against it as a bonus action.</p>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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>Cryoceros</title>
</head>
<body>
<h1>Cryoceros</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 133 (14d10+56)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 76</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>11 (+0)</td>
<td>18 (+4)</td>
<td>3 (-4)</td>
<td>13 (+1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> athletics +7</li>
<li><strong>Damage Resistances:</strong> bludgeoning, cold</li>
<li><strong>Senses:</strong> passive Perception 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Snow Camouflage:</strong> The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</li>
<li><strong>Trampling Charge:</strong> If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Gore:</strong> Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.</li>
<li><strong>Stomp:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.</li>
<li><strong>Shards of Ice (Recharge 4-6):</strong> The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much 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>Crystalline Monolith</title>
</head>
<body>
<h1>Crystalline Monolith</h1>
<p><em>Huge</em> <em>Aberration</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 123 (13d12+39)</li>
<li><strong>Speed:</strong> walk 0 ft. hover True ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 77</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>16 (+3)</td>
<td>19 (+4)</td>
<td>17 (+3)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> arcana +7, history +7, insight +6, nature +7, perception +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold, fire</li>
<li><strong>Condition Immunities:</strong> blinded, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> blindsight 120 ft. (blind beyond this radius), passive Perception 16</li>
<li><strong>Languages:</strong> Deep Speech, Undercommon, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>False Appearance:</strong> While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal.</li>
<li><strong>Magic Resistance:</strong> The crystalline monolith has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Powerful Mind:</strong> The crystalline monolith has advantage on Intelligence saving throws and ability checks.</li>
<li><strong>Innate Spellcasting (Psionics):</strong> The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect magic, detect thoughts, mage hand, silent image
3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis
1/day each: confusion, dominate person, suggestion</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.</li>
<li><strong>Mind Spear:</strong> Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.</li>
<li><strong>Psychic Burst (Recharge 5-6):</strong> The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned 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>
<p>The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The crystalline monolith regains spent legendary actions at the start of its turn.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The crystalline monolith makes a Wisdom (Perception) check.</li>
<li><strong>Teleport (Costs 2 Actions):</strong> The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see.</li>
<li><strong>Cast a Spell (Costs 3 Actions):</strong> The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal.</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;
}
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<title>Culicoid</title>
</head>
<body>
<h1>Culicoid</h1>
<p><em>Large</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 190 (20d10+80)</li>
<li><strong>Speed:</strong> fly 60 ft. hover True ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 94</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>15 (+2)</td>
<td>18 (+4)</td>
<td>11 (+0)</td>
<td>14 (+2)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +8</li>
<li><strong>Skills:</strong> acrobatics +6, perception +6, stealth +6</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 16</li>
<li><strong>Languages:</strong> Abyssal, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Blood Sense:</strong> The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it.</li>
<li><strong>Cloud of Mosquitos:</strong> When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again.</li>
<li><strong>Magic Resistance:</strong> The culicoid has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Mosquito-Proof:</strong> The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures.</li>
<li><strong>Speak with Mosquitos:</strong> The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The culicoid makes three attacks: one with its proboscis and two with its needle claws.</li>
<li><strong>Needle Claws:</strong> Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.</li>
<li><strong>Proboscis:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.</li>
</ul>
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<title>Dancing Foliage</title>
</head>
<body>
<h1>Dancing Foliage</h1>
<p><em>Medium</em> <em>Plant</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 66 (12d8+12)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 79</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>17 (+3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> acrobatics +5, perception +3, performance +6</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing</li>
<li><strong>Condition Immunities:</strong> exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> passive Perception 13</li>
<li><strong>Languages:</strong> Druidic, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Evasion:</strong> If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</li>
<li><strong>False Appearance:</strong> While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree.</li>
<li><strong>Nimble Dance:</strong> The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dancing foliage makes four attacks with its serrated leaves.</li>
<li><strong>Serrated Leaves:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.</li>
<li><strong>Flower Dance (Recharge 4-6):</strong> The dancing foliage uses one of the following flower dances: <br><em> Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. <br></em> Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Shower of Petals:</strong> When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll.</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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<title>Darakhul Captain</title>
</head>
<body>
<h1>Darakhul Captain</h1>
<p><em>Medium</em> <em>Undead</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (breastplate)</li>
<li><strong>Hit Points:</strong> 165 (22d8+66)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 166</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>16 (+3)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> insight +6, intimidation +8, perception +6</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 16</li>
<li><strong>Languages:</strong> Common, Darakhul, Undercommon</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, it loses its Stench.</li>
<li><strong>Necrotic Weapons:</strong> The darakhul captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).</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. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours.</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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 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>
<li><strong>Longsword:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.</li>
<li><strong>Heavy Crossbow:</strong> Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.</li>
<li><strong>Imperial Conscription (Recharge 6):</strong> The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) 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 damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life</li>
<li><strong>Leadership (Recharges after a Short or Long Rest):</strong> For 1 minute, the darakhul captain 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 captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.</li>
</ul>
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<title>Darakhul Spy</title>
</head>
<body>
<h1>Darakhul Spy</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (studded leather)</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> Tome of Beasts 2, page 168</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>18 (+4)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> deception +5, perception +4, stealth +7, survival +4</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>Evasion:</strong> If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</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, it loses its Stench.</li>
<li><strong>Sneak Attack (1/Turn):</strong> The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll.</li>
<li><strong>Stench:</strong> Any creature that starts its turn within 5 feet of the darakhul must make a successful 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 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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 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 creature is paralyzed for more than 2 rounds, it contracts darakhul fever.</li>
<li><strong>Shortsword:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.</li>
<li><strong>Light Crossbow:</strong> Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</li>
</ul>
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<title>De Ogen</title>
</head>
<body>
<h1>De Ogen</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 45 (6d8+18)</li>
<li><strong>Speed:</strong> walk 0 ft. hover True ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 80</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>1 (-5)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +9</li>
<li><strong>Damage Immunities:</strong> fire, necrotic, poison</li>
<li><strong>Damage Resistances:</strong> acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</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>Incorporeal Movement:</strong> The de ogen 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 de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Transfixing Gaze:</strong> When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn.</li>
</ul>
<p>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.</p>
<p>Creatures immune to being frightened are immune to the de ogen's Transfixing Gaze.
- <strong>Wilting Passage:</strong> The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage.</p>
<h3>Actions</h3>
<ul>
<li><strong>Burning Touch:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.</li>
</ul>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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margin-left: 0;
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<title>Death Barque</title>
</head>
<body>
<h1>Death Barque</h1>
<p><em>Gargantuan</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 198 (12d20+72)</li>
<li><strong>Speed:</strong> swim 50 ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 268</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>18 (+4)</td>
<td>23 (+6)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Con +10, Wis +6</li>
<li><strong>Skills:</strong> perception +6, stealth +7</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> psychic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Darakhul, Deep Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Immutable Form:</strong> The death barque is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The death barque has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Siege Monster:</strong> The death barque deals double damage to objects and structures.</li>
<li><strong>Turn Resistance:</strong> The death barque has advantage on saving throws against any effect that turns undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The death barque makes three attacks: one with its bite and two with its tail smash.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.</li>
<li><strong>Tail Smash:</strong> Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.</li>
<li><strong>Shrapnel Burst:</strong> The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and 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>
<li><strong>Necrotic Breath (Recharge 5-6):</strong> The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic 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 */
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table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
</style>
<title>Death Shroud Golem</title>
</head>
<body>
<h1>Death Shroud Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 95 (10d10+40)</li>
<li><strong>Speed:</strong> fly 40 ft. walk 10 ft. hover True ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 179</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>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +5</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fabric Form:</strong> The golem can move through any opening large enough for a Tiny creature without squeezing.</li>
<li><strong>False Appearance:</strong> While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric.</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>Smothering Slam:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.</li>
<li><strong>Direct Victim:</strong> The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way.</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>Death Vulture</title>
</head>
<body>
<h1>Death Vulture</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 76 (8d10+32)</li>
<li><strong>Speed:</strong> fly 60 ft. walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 81</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>18 (+4)</td>
<td>6 (-2)</td>
<td>12 (+1)</td>
<td>7 (-2)</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> necrotic, poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Awful Stench:</strong> The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn.</li>
<li><strong>Keen Sight and Smell:</strong> The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.</li>
<li><strong>Pack Tactics:</strong> The vulture has advantage on attack rolls against a creature if at least one of the vulture'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 death vulture makes two attacks: one with its beak and one with its talons.</li>
<li><strong>Beak:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.</li>
<li><strong>Talons:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Decaying Breath (Recharge 6):</strong> The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken.</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>Deathspeaker</title>
</head>
<body>
<h1>Deathspeaker</h1>
<p><em>Medium</em> <em>Undead</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 97 (13d8+39)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>12 (+1)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>18 (+4)</td>
<td>12 (+1)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> deception +8, persuasion +8</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 11</li>
<li><strong>Languages:</strong> any languages it knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Deathspeak:</strong> If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice.</li>
<li><strong>Rake:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.</li>
<li><strong>Necrotic Ray:</strong> Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.</li>
<li><strong>Pronounce Death:</strong> The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw.</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>Deathweaver</title>
</head>
<body>
<h1>Deathweaver</h1>
<p><em>Huge</em> <em>Monstrosity</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 95 (10d12+30)</li>
<li><strong>Speed:</strong> walk 40 ft. climb 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, 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>17 (+3)</td>
<td>7 (-2)</td>
<td>12 (+1)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +4, stealth +5</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Senses:</strong> blindsight 20 ft., darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Deep Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Spider Climb:</strong> The deathweaver 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 deathweaver knows the exact location of any other creature in contact with the same web.</li>
<li><strong>Web Walker:</strong> The deathweaver ignores movement restrictions caused by webbing.</li>
<li><strong>Innate Spellcasting:</strong> The deathweaver's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch
3/day each: darkness, ray of enfeeblement
1/day: vampiric touch</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The deathweaver makes two bite attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned this way.</li>
<li><strong>Web (Recharge 5-6):</strong> Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver's control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time.</li>
</ul>
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