From 4353292c12cdafdbf5e5a9ef56a2822372323355 Mon Sep 17 00:00:00 2001 From: dmitry kirdyashkin Date: Tue, 12 Mar 2024 17:50:27 +0300 Subject: [PATCH] v1.1.17 --- src/packs/sc-adventures.db | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/packs/sc-adventures.db b/src/packs/sc-adventures.db index 225f9cc..78d8d1b 100644 --- a/src/packs/sc-adventures.db +++ b/src/packs/sc-adventures.db @@ -7,5 +7,5 @@ {"name":"Свет Мемории","img":null,"caption":"","sort":900000,"description":"","actors":[{"_id":"zuXTJDXMstavn3zY","name":"тест","type":"character","img":"icons/svg/mystery-man.svg","items":[{"_id":"yAHR0yxswhJ2tSUI","name":"Spell Scroll: Магический круг / Magic Circle","type":"consumable","img":"modules/shared-compendia/icons/spells/phb-magic-circle.webp","effects":[],"folder":null,"sort":600000,"flags":{},"system":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.


Магический круг / Magic Circle (Level 3)


 
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Вы создаёте цилиндр магической энергии радиусом 10 футов и высотой 20 футов с центром в точке на земле, которую видите в пределах дистанции. Там, где цилиндр пересекается с полом или иной поверхностью, загораются светящиеся руны, образуя круг.
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Выберите один или несколько типов существ: бестии, небожители, нежить, феи или элементали. Круг воздействует на существ выбранных типов следующим образом:
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Когда вы творите это заклинание, вы можете настроить его магию так, чтобы она действовала в обратном направлении: не позволяла существу определённого типа покидать цилиндр и защищала цели за его пределами.

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На высоких кругах.

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Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, его длительность увеличивается на 1 час за каждый круг ячейки выше 3-го.

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Scroll Details


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If the spell is on your class's spell list but of a higher level than you can normally cast, you must make a DC 13 ability check using your spellcasting ability to determine whether you cast it successfully. On a failed check, the spell disappears from the scroll with no other effect.

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The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

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Save DC: 15
Attack Bonus: +7.

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A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

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\n
\n
Атака оружием в ближнем бою: [[/r 1d20+3]] (+3) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 5 ([[/r 1d8 + 1]])  колющего урона.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":2,"price":{"value":25,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"fin":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"foc":false},"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"JuHCrxEJMZaffM9M","name":"Парирование.","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
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Благородный добавляет 2 к КБ против одной
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атаки ближнего боя, которая должна попасть по нему.
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Для этого благородный должен видеть атакующего
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и использовать оружие ближнего боя.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"FwDGBX46DMZwBHyY","name":"Нагрудник","type":"equipment","img":"icons/equipment/chest/breastplate-layered-steel-black.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"breastplate_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n

Нагрудник — подогнанная по размеру металлическая кираса, которую надевают на кожаный поддоспешник. Руки и ноги остаются не прикрыты, но доспех отлично защищает жизненно важные органы носителя, давая ему при этом относительную свободу движения.

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":20,"price":{"value":400,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"s4W1qoqc9ekJTZfk","name":"Огненный снаряд / Fire bolt","type":"spell","img":"modules/shared-compendia/icons/spells/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"}},"system":{"description":{"value":"
\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

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Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"93NvPGJozcSiVXib","name":"Мелкие фокусы / Prestidigitation","type":"spell","img":"modules/shared-compendia/icons/spells/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

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Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WIRQaeb7zrkg5rrh","name":"Волшебная стрела / Magic missile","type":"spell","img":"modules/shared-compendia/icons/spells/phb-magic-missile.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.1h3QcOL92BwKyc1p"}},"system":{"description":{"value":"
 
\n
\n
Вы создаёте три светящихся стрелы из магической силы. Каждая стрела поражает выбранное вами существо в пределах дистанции, которое вы видите. Каждая стрела наносит цели [[/r 1d4 + 1]] урона силой. Все три стрелы поражают цели одновременно, вы можете направить их как в одно существо, так и в несколько разных. 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, заклинание создаёт по дополнительной стреле за каждый круг ячейки выше 1-го.
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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"rgUH6Cyo9f64mWvs","sort":100000,"flags":{"core":{"sourceId":"Compendium.world.avernus.nxPvqPOXNoDJiamx"}},"system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":9,"max":9,"temp":null,"tempmax":null,"formula":"2d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n
Благородные обладают большой властью и влиянием, это представители высшего класса. У них есть богатство и связи, делающие их почти такими же влиятельными,
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","public":""},"alignment":"любое","race":null,"type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"","cr":0.125,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":1,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":1,"override":1},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"prototypeToken":{"name":"Благородный","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"modules/shared-compendia/tokens/Noble.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":0,"brightness":1,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BojC0yF4ymcFg6KS","name":"Бандит/ Bandit","type":"npc","img":"modules/shared-compendia/tokens/Bandit.png","items":[{"_id":"TmGIIsiA2qAOxY0R","name":"Кожаный доспех","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n

Нагрудник и наплечники этого доспеха сделаны из кожи, которая была упрочнена путем вываривания в масле. Остальные части доспехов сделаны из более мягких и гибких материалов.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":10,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ScxtNMKQaoDuMocd","name":"Скимитар","type":"weapon","img":"icons/weapons/swords/sword-katana.webp","effects":[],"folder":null,"sort":100000,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.9c2R5NqVxGKtYyMl"}},"system":{"description":{"value":"
\n

Атака оружием в ближнем бою: [[/r 1d20+3]] (+3) к броску, зона досягаемости 5 футов, одно существо.

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Попадание: 4 ([[/r 1d6 + 1]]) режущего урона.

\n
 
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\n
Дистанционная атака оружием: [[/r 1d20+4]] (+4)  к броску, дистанция 30/120 футов, одна цель.
Попадание: 5 ([[/r 1d6 + 2]]) колющего урона. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":3,"price":{"value":75,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"ammo","target":"Z8uZJABqWb79afH0","amount":1,"scale":false},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"","properties":{"amm":true,"lgt":true,"lod":true,"ada":false,"ret":false,"two":false,"rch":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"MPww3PRIlew45iMv","sort":500000,"flags":{"tidy5e-sheet":{"allow-edit":true},"core":{"sheetClass":"","sourceId":"Compendium.world.avernus.wCm50U7psWDktDDG"}},"system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":11,"max":11,"temp":null,"tempmax":null,"formula":"2d8 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Бандиты собираются в шайки, которые возглавляют головорезы, ветераны или заклинатели. Не все бандиты злы. Угнетения, засуха, эпидемия или голод могут подтолкнуть самых честных жителей на большую дорогу.

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Пираты - это бандиты открытых морей. Они могут быть флибустьерами, заинтересованными лишь в сокровищах и убийствах, или каперами, которым правитель разрешил нападать на суда вражеской страны с целью грабежа.

\n
\n
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Пока Воплощение памяти на солнечном свету, оно получает помеху к броскам атаки, проверкам характеристики испытаниям.

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Воплощение памяти может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Он получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
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\n

Атака заклинанием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.

\n

Попадание: 9 ([[/r 2d6 + 2]]) некротического урона. Цель должна успешно выполнить Спасбросок Воли Сл.10, иначе теряет память. Уменьшение длится до тех пор, пока цель не завершает короткий или долгий отдых.

\n

Каждый раз, когда существо совершает бросок атаки или проверки характеристики, оно должно бросить [[/r d4]] и вычесть значение из броска атаки или проверки.

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Если Воплощение памяти совершает атаку пока хотя бы одно существо в пределах 30фт. потеряло память из-за Вытягивания памяти, Воплощение памяти может совершить дополнительный бросок [[/r d4]] и добавить результат к броску атаки.

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Пока Воплощение памяти на солнечном свету, оно получает помеху к броскам атаки, проверкам характеристики испытаниям.

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Воплощение памяти может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Он получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
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\n

Атака заклинанием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.

\n

Попадание: 9 ([[/r 2d6 + 2]]) некротического урона. Цель должна успешно выполнить Спасбросок Воли Сл.10, иначе теряет память. Уменьшение длится до тех пор, пока цель не завершает короткий или долгий отдых.

\n

Каждый раз, когда существо совершает бросок атаки или проверки характеристики, оно должно бросить [[/r d4]] и вычесть значение из броска атаки или проверки.

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Пока Воплощение памяти на солнечном свету, оно получает помеху к броскам атаки, проверкам характеристики испытаниям.

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Воплощение памяти может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Он получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
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Атака заклинанием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.

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Попадание: 9 ([[/r 2d6 + 2]]) некротического урона. Цель должна успешно выполнить Спасбросок Воли Сл.10, иначе теряет память. Уменьшение длится до тех пор, пока цель не завершает короткий или долгий отдых.

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Каждый раз, когда существо совершает бросок атаки или проверки характеристики, оно должно бросить [[/r d4]] и вычесть значение из броска атаки или проверки.

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Нагрудник и наплечники этого доспеха сделаны из кожи, которая была упрочнена путем вываривания в масле. Остальные части доспехов сделаны из более мягких и гибких материалов.

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Атака оружием в ближнем бою: [[/r 1d20+3]] (+3) к броску, зона досягаемости 5 футов, одно существо.

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Попадание: 4 ([[/r 1d6 + 1]]) режущего урона.

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\n
Дистанционная атака оружием: [[/r 1d20+4]] (+4)  к броску, дистанция 30/120 футов, одна цель.
Попадание: 5 ([[/r 1d6 + 2]]) колющего урона. 
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\n

Бандиты собираются в шайки, которые возглавляют головорезы, ветераны или заклинатели. Не все бандиты злы. Угнетения, засуха, эпидемия или голод могут подтолкнуть самых честных жителей на большую дорогу.

\n

 

\n

Пираты - это бандиты открытых морей. Они могут быть флибустьерами, заинтересованными лишь в сокровищах и убийствах, или каперами, которым правитель разрешил нападать на суда вражеской страны с целью грабежа.

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Атака заклинанием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.
\n
Попадание: 10 ([[/r 3d6]]) некротического урона. Цель должна пройти испытание Выносливости со СЛ 10, при провале её максимум ПЗ уменьшается на число, равное полученному урону. Уменьшение длится до тех пор, пока цель не завершит долгий отдых. Цель умирает, если этот эффект уменьшает её максимум ПЗ до 0.
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Призрак может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Он получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ebshh0zU3Pg9Lgnh","name":"Чувствительность к солнцу","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Пока призрак на солнечном свету, он получает помеху к броскам атаки и проверкам Мудрости (Внимание), основанным на зрении. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"MPww3PRIlew45iMv","sort":700000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.5W5fuo8Ab5pVesfX"}},"system":{"abilities":{"str":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":null,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":50,"swim":null,"walk":0,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Призрак — это гневная, необузданная душа гуманоида, не ушедшая в посмертие. Призрак больше не обладает связью со своей прошлой личностью и обречён на бесконечное блуждание по миру. Некоторые из них появляются, когда тёмная магия или касание духа вырывает душу из живого тела.

\n

Лишённые искупления. Когда незаконченные дела @Compendium[laaru-dnd5-hw.chudovisha.oDZ5JhSKsOBgpJB1]{Привидения}завершены, оно может наконец отдохнуть. Призраку же никогда не получить ни покоя, ни искупления. Он обречён существовать на Материальном плане и может лишь тогда уйти в забвение, когда его душа будет разрушена. До тех же пор он влачит существование в заброшенных местах, забытый всем миром за долгие века.

\n

Бессмертная ненависть. Живые существа напоминают призраку о жизни, которой он лишён. Один лишь взгляд на живых наполняет призрака гневом и печалью. Призрак убивает быстро и безжалостно, ведь только лишив других жизни, он может получить облегчение. Однако, сколько бы жизней призрак ни отнял, он всегда полон ненависти и скорби.

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Обитатели тьмы. Солнечный свет — это источник жизни, который не погасить ни одному призраку, и этот свет вызывает у них боль. С наступлением ночи они покидают свои места упокоения в поисках живых существ, которых можно убить, ведь мало какое оружие может справиться с призраком. С первыми лучами рассвета призраки отступают во тьму, где остаются до наступления ночи.

\n

Природа нежити. Призрак не нуждается в воздухе, еде, Питье и сне.

\n

 

\n
\n
","public":""},"alignment":"хаотичная злая","race":null,"type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Underdark, Urban","cr":1,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["necrotic","poison"],"bypasses":[],"custom":""},"dr":{"value":["acid","cold","fire","lightning","thunder","physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","grappled","paralyzed","petrified","poisoned","prone","restrained","unconscious"],"custom":""},"languages":{"value":["custom"],"custom":"understands all languages it knew in life but can't speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"prototypeToken":{"name":"Забытый","displayName":50,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"wall-height":{"tokenHeight":0},"monks-enhanced-journal":{"chatbubble":""},"monks-little-details":{"token-combat-animation":"","token-highlight":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}},"token-auras":{"aura1":{"permission":"all","colour":"#ffffff","opacity":0.5,"distance":null,"square":false},"aura2":{"permission":"all","colour":"#ffffff","opacity":0.5,"distance":null,"square":false}},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"resources/the-light-of-memoria/tokens/forgotten.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Svjt5Qa0Wbifbuqy","name":"Тень / Shadow","type":"npc","img":"modules/shared-compendia/tokens/Shadow.png","items":[{"_id":"XmuJP0O5ZzI4rSSz","name":"Вытягивание силы","type":"weapon","img":"icons/magic/unholy/strike-hand-glow-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n

Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.

\n

Попадание: 9 ([[/r 2d6 + 2]]) некротического урона, и значение Силы цели уменьшается на [[/r 1d4]]. Цель умирает, если её Сила уменьшается до 0. Уменьшение длится до тех пор, пока цель не завершает короткий или долгий отдых.

\n

Если от этой атаки умрёт незлой гуманоид, через [[/r 1d4]] часа из трупа выйдет новая тень.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"02a1WuqpF1KnQ5aZ","name":"Аморфный","type":"feat","img":"icons/creatures/slimes/slime-movement-dripping-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

 Тень может перемещаться через пространство шириной в дюйм и более, не протискиваясь. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"m90d5Z6mKXDGX82N","name":"Скрытность в тени","type":"feat","img":"icons/creatures/mammals/humanoid-cat-skulking-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Находясь в области @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклого света} или @Compendium[laaru-dnd5-hw.sostoyaniya.QaHqDYEkBSnpDwhB]{темноты}, тень может совершить действие @Compendium[laaru-dnd5-hw.dejstviya.H9TgqPZGVRUQY4GF]{Засада} в качестве бонусного действия. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gxugIyO3tQPsQxdT","name":"Слабость при солнечном свете","type":"feat","img":"icons/magic/time/day-night-sunset-sunrise.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Пока тень на солнечном свету, она получает помеху к броскам атаки, проверкам характеристики испытаниям.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"MPww3PRIlew45iMv","sort":400000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.EHM16HHUFTZdiTB0"}},"system":{"abilities":{"str":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":8,"max":8,"temp":null,"tempmax":0,"formula":"3d8 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Тень — это нежить, напоминающая преувеличенно тёмную тень гуманоида.

\n

Мрачный нрав. Обитая во тьме, тени тянутся к живым существам, чтобы питаться их жизненной энергией. Они могут пожрать любое живое существо, но предпочитают тех, кто не запятнан злом. Существо, ведущее жизнь, полную добра и сострадания, невольно передаёт свои позывы и стремления во тьму, где таятся голодные тени. Когда тень начинает пить силы другого существа, тень жертвы становится темнее и начинает шевелиться по своей воле. После смерти жертвы её тень становится новой тенью-нежитью, желающей забирать новые жизни.

\n

Если существо, из которого вышла тень, каким-то образом позже вернётся к жизни, его тень-нежить почувствует его возвращение. Тень может отправиться на поиски «родителя», чтобы мучать его или убить. Независимо от того, будет ли тень преследовать живого двойника, существо, породившее тень, не будет отбрасывать новую, пока чудовище не уничтожат.

\n

Природа нежити. Тень не нуждается в воздухе, еде, Питье и сне.

\n

 

\n
\n
","public":""},"alignment":"хаотичная злая","race":null,"type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Underdark, Urban","cr":0.5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["necrotic","poison"],"bypasses":[],"custom":""},"dr":{"value":["acid","cold","fire","lightning","thunder","physical"],"bypasses":[],"custom":""},"dv":{"value":["radiant"],"bypasses":[],"custom":""},"ci":{"value":["exhaustion","frightened","grappled","paralyzed","petrified","poisoned","prone","restrained"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":1,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"prototypeToken":{"name":"Тень","displayName":50,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"modules/shared-compendia/tokens/Shadow.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"combats":[],"items":[{"_id":"uNQJ3oVObwij8xHV","name":"Амулет Памяти","type":"equipment","img":"resources/the-light-of-memoria/icons/amulet-of-memory.png","effects":[],"folder":"AQot1MkDpoxySiFK","sort":100000,"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"core":{"sourceId":"Item.uNQJ3oVObwij8xHV"}},"system":{"description":{"value":"

Это круглый медальон сделанный из золота или серебра.

\n

Пока вы носите амулет, вы можете произнести командное слово чтобы открыть медальон. Будучи открытым, он записывает и хранит всё что вы увидели или пережили в последние 10 минут. Вы можете закрыть медальон в любое время, прекратив запись. Повторное открытие медальона с помощью команды, перезапишет содержимое амулета.

\n

Пока медальон хранит воспоминания, любое существо, которое коснётся его, может увидеть запись с самого начала. Также, существо получает примущества на все проверки характеристик, связанные с увиденным.

\n

Если носившее амулет существо умирает, то амулет сохраняет целостность тела носителя до тех пор, пока амулет не будет снят, или существо не воскресят. Также, в момент своей смерти, существо может записать последние воспоминания в амулет. Эти воспоминания будут доступны каждому, кто коснётся амулета, даже после смерти существа.

\n

Настройка на амулет удаляет все ранее записанные в него воспоминания.

","chat":"","unidentified":""},"source":{"custom":""},"quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":1,"equipped":false,"rarity":"rare","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":1},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319790479,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}},{"_id":"djVmqK2reXLGV3eq","name":"Видение невидимого / See Invisibility","type":"spell","img":"modules/shared-compendia/icons/spells/phb-see-invisibility.webp","effects":[],"folder":"AQot1MkDpoxySiFK","sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"see%20invisibility_phb","propDroppable":"spell"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.zzzOSZMV9I82Yvwi"}},"system":{"description":{"value":"
\n
Пока длится заклинание, вы видите @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимых } существ и объекты, как если бы они были видимы, и можете видеть Эфирный план. Эфирные существа и объекты кажутся вам призрачно-полупрозрачными.
\n
\n
\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка талька и чуть-чуть серебряного порошка","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319792411,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}},{"_id":"EMPUjq8dG7C3WHQj","name":"Магический круг / Magic Circle","type":"spell","img":"modules/shared-compendia/icons/spells/phb-magic-circle.webp","effects":[],"folder":"AQot1MkDpoxySiFK","sort":200000,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"magic%20circle_phb","propDroppable":"spell"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.6BKtvNot0Z94Qza5"}},"system":{"description":{"value":"
 
\n
\n
Вы создаёте цилиндр магической энергии радиусом 10 футов и высотой 20 футов с центром в точке на земле, которую видите в пределах дистанции. Там, где цилиндр пересекается с полом или иной поверхностью, загораются светящиеся руны, образуя круг.
\n
 
\n
Выберите один или несколько типов существ: бестии, небожители, нежить, феи или элементали. Круг воздействует на существ выбранных типов следующим образом:
\n\n

Когда вы творите это заклинание, вы можете настроить его магию так, чтобы она действовала в обратном направлении: не позволяла существу определённого типа покидать цилиндр и защищала цели за его пределами.

\n

На высоких кругах.

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Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, его длительность увеличивается на 1 час за каждый круг ячейки выше 3-го.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"святая вода или порошок из серебра и железа стоимостью не менее 100 зм, исчезает при сотворении","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319793371,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}},{"_id":"oNBJXWtgztDVHq3M","name":"Свет Мемории","type":"equipment","img":"resources/the-light-of-memoria/icons/light-of-memoria.png","effects":[{"_id":"kKgkc0kK9pUhZQkc","changes":[{"key":"token.light.dim","mode":2,"value":"15","priority":20},{"key":"token.light.bright","mode":2,"value":"15","priority":20}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/aura.svg","origin":"Item.oNBJXWtgztDVHq3M","transfer":true,"flags":{"core":{"statusId":""},"dae":{"stackable":"none","durationExpression":"","specialDuration":[],"transfer":true},"ActiveAuras":{"isAura":false,"aura":"None","radius":null,"alignment":"","type":"","ignoreSelf":false,"height":false,"hidden":false,"displayTemp":false,"hostile":false,"onlyOnce":false}},"tint":null,"name":"Свет","description":"","statuses":[]}],"folder":"AQot1MkDpoxySiFK","sort":300000,"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"core":{"sourceId":"Item.oNBJXWtgztDVHq3M"}},"system":{"description":{"value":"

The Light of Memoria is a relic created by the Memorians as the magical focus of a ritual that permanently bridged their settlement with the afterlife in an attempt at peaceful coexistence with their
ancestors. The relic is powered by the voluntary sacrifice

of vital spirit energy.
The relic is approximately 1-1/2 feet long and painstakingly carved from a brilliant blue gemstone.
Narrow at the base, the relic flutes outward, like a torch.

Grooves along its length are dotted with small inlaid
crystals, which are inscribed with Elven runes, altogether translated as, We give of our years ahead to summon those whose years are behind.

","chat":"","unidentified":""},"source":{"custom":""},"quantity":1,"weight":5,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"self","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"Вы сжимаете камень в руках и шипы на его поверхности больно колют ваши руки прорезая на них кожу. Капли крови, сочащиеся из ран, моментально заполняют многочисленные трещины в камне и бесследно пропадают внутри него.","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":1},"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319794211,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}}],"journal":[{"_id":"T4JeDdq1w8eoNHAL","name":"#Свет Мемории","folder":"n0tRx7VwKiYkFr3E","sort":100000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"core":{"sourceId":"JournalEntry.T4JeDdq1w8eoNHAL"}},"pages":[{"name":"#Свет Мемории","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Предыстория приключения

\n

Мемория – это давно забытые руины, расположенные глубоко в Невервинтерском лесу – всё что осталось от древнего поселения. Несколько столетий назад группа магов - некромантов основала Меморию и поселилась здесь, решив использовать в своих ритуалах силу, пронизывающую окружающий Невервинтерский лес. Эти маги использовали некромантию не для осквернения погибших, но, вместо этого, преследовали цель создать мир, в котором живые и мёртвые могли бы сосуществовать в гармонии друг с другом.

\n

Чтобы достичь своей цели, меморийцы придумали устройство, названное Светом Мемории, которое должно было объединить миры живых и мёртвых и стать маяком, который привёл бы в наш мир души их предков. Чтобы избежать кровопролития, маги отдали часть своих жизней, напитав этой энергией устройство, однако, когда приготовления уже были окончены, что-то пошло не так, и вместо душ своих предков, они привели в мир живых армию призраков и теней, что мгновенно заполонили Меморию.

\n

Оставшиеся, после проведения ритуала, в живых меморийцы отступили к ближайшим теневым вратам, но нежить последовала за ними. Тогда, чтобы оградить мир от своих ошибок, меморийцы использовали Свет Мемории чтобы разорвать связь между мирами и запечатать себя и духов, которых они призвали, в искусственном плане, названном Ублиет(фр. забывать). В настоящее время, всё что осталось от Мемории – это одиноко стоящие врата, со временем ставшие лишь жуткой местной диковинкой.

\n

 

\n

Недавние события

\n

Неделю назад, Тимон, ученик Геллерта Ужасного, прибыл к вратам для их изучения, но в отличие от многих других учёных, кто был здесь до него, по счастливой случайности нашёл, средь корней недавно упавшего дерева, Свет Мемории. Тимон, поражённый силой, всё ещё сохранившейся в артефакте, смог активировать Врата с помощью него. Подходя к вратам, он запнулся о камень и, выронив артефакт, провалился в Ублиет, запечатав себя внутри плана и предав себя на милость Забытого – предводителя духов и теней, запертого в Ублиете. Забытый, жаждущий снова открыть Врата и попасть в мир живых, получив в распоряжение жизнь Тимона, решает провести эксперимент, подобный тому, что проводили в своё время некроманты Мемории.

"},"_id":"AEAeQNxcvHzHsFT8","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319812984,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}},{"_id":"TTXAgVG8uSv2UNWc","name":"Предыстория приключения","folder":"n0tRx7VwKiYkFr3E","sort":200000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"core":{"sourceId":"JournalEntry.TTXAgVG8uSv2UNWc"}},"pages":[{"name":"Предыстория приключения","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Мемория – это давно забытые руины, расположенные глубоко в Невервинтерском лесу – всё что осталось от древнего поселения. Несколько столетий назад группа магов - некромантов основала Меморию и поселилась здесь, решив использовать в своих ритуалах силу, пронизывающую окружающий Невервинтерский лес. Эти маги использовали некромантию не для осквернения погибших, но, вместо этого, преследовали цель создать мир, в котором живые и мёртвые могли бы сосуществовать в гармонии друг с другом.

\n

Чтобы достичь своей цели, меморийцы придумали устройство, названное Светом Мемории, которое должно было объединить миры живых и мёртвых и стать маяком, который привёл бы в наш мир души их предков. Чтобы избежать кровопролития, маги отдали часть своих жизней, напитав этой энергией устройство, однако, когда приготовления уже были окончены, что-то пошло не так, и вместо душ своих предков, они привели в мир живых армию призраков и теней, что мгновенно заполонили Меморию.

\n

Оставшиеся, после проведения ритуала, в живых меморийцы отступили к ближайшим теневым вратам, но нежить последовала за ними. Тогда, чтобы оградить мир от своих ошибок, меморийцы использовали Свет Мемории чтобы разорвать связь между мирами и запечатать себя и духов, которых они призвали, в искусственном плане, названном Ублиет(фр. забывать). В настоящее время, всё что осталось от Мемории – это одиноко стоящие врата, со временем ставшие лишь жуткой местной диковинкой.

"},"_id":"fCK8qWOMFErL37CS","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":null,"modifiedTime":1700319816967,"lastModifiedBy":"2YTS6JE2XVEOJWNI"}},{"_id":"Hki2Kt5lnoPlfGYX","name":"Безжизненная прогалина","folder":"uwSFcpwYZXOVOecl","sort":100000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"Безжизненная прогалина","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Теневые врата расположены на севере Невервинтерского леса, и стоят в центре безжизненной поляны. Вокруг них нет никакой растительности, ни животные, ни даже насекомые, не заходят на эту поляну, а верховые животные и животные-спутники отказываются ступать на землю вокруг врат, если только персонаж не преуспеет в проверке Дрессировки Сл 10.

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Кошмары. Персонажи, которые устраивают длительный отдых на поляне, страдают от кошмаров, в которых они плутают по заполненным тьмой лабиринтам, где на них охотятся невидимые существа. После длительного отдыха, каждый персонаж должен пройти проверку Мудрости Сл.10 или получить один уровень истощения.

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Существа. Когда персонажи прибывают к Вратам, они обнаруживают на поляне 4х @Actor[BojC0yF4ymcFg6KS]{Бандит/ Bandit}, осматривающих Врата. Одна из бандитов, @Actor[pHOkXnfXaTorNfxs]{Дамека}, стоит в стороне, держа в руках @Item[oNBJXWtgztDVHq3M]{Свет Мемории}, и громко ругается на то что не может прочитать что написано на артефакте. Дамека с соратниками в основном живут тем, что выслеживают одиноких путников, проходящих мимо Невервинтерского леса и грабят их, однако также время от времени выполняют поручения Геллерта Ужасного. Дамека никогда не встречалась с Геллертом лично, и, чаще всего, получает распоряжения его посредников. Один из таких посредников, Кагот-це, передал ей поручение Геллерта выяснить почему @Actor[Fy7b24FG2T24qA4p]{Тимон} не вернулся со своего последнего задания.

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Если персонажи не обнаруживают себя или пытаются скрытно подобраться к Дамеке, то они услышат, как она что-то ворчит про нерадивого ученика, и громко возмущается что она просто теряет здесь время. Наконец, положив в карман Свет Мемории, Дамека созывает своих подчинённых, и они уходят в сторону леса. Если же персонажи прерывают Дамеку или как-то обнаруживают своё присутствие, то Дамека нападает на них. Если Дамека убита в ходе боя, остальные бандиты разбегаются в разные стороны и пытаются скрыться в лесу, оставив артефакт на теле предводительницы.

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Сокровище. Кроме своего снаряжения, каждый бандит, кроме Дамеки имеет при себе 10зм и 2 пайка. На теле же Дамеки можно найти 3пм, 10зм, 2 драгоценных камня, стоимостью 10зм каждый и 3 пайка. Также в кармане есть записка Кагот-це, предписывающая ей найти непутёвого ученика.

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Арка

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В центре поляны стоит сложенная из камня огромная арка, высотой почти с окружающие её деревья. Одна её часть сильно просела, наклонив арку немного вбок. В некоторых местах камень арки обвивает иссохшая лоза, почти не отличимая от камня и такая же холодная на ощупь. Вырезанные в камне арки символы, почти стёрлись от времени и непогоды, и их уже невозможно прочитать.

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Потусторонний зов. В полночь, а также на рассвете и закате, когда тени темнее и чётче, арка мерцает, а исчезающие руны на её поверхности начинают светиться тусклым голубоватым светом. Небольшие молнии проскакивают по камням из которых сложена арка, и на несколько мгновений портал в Ублиет открывается, позволяя разглядеть смутный силуэт молодого человека, скованного призрачными цепями и одетого в изношенную робу мага. Человек просит освободить его, его голос надламывается и звучит глухо, будто из-под толщи воды. Затем видение исчезает, руны гаснут и портал вновь становится безжизненным.

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Это видение повторяется каждый раз на рассвете, закате и в полночь, но никогда не выглядит одинаковым: с каждым разом молодой человек выглядит всё более измождённым, а его голос звучит всё отчаяннее.

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Пройти через портал, в те мгновения, в которые он открыт, не представляется возможным. Эти моменты нужны чтобы показать персонажам что Тимон находится в отчаянном положении, и служат предостережением что что-то с той стороны пытается вырваться наружу.

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Открытие портала. Открыть портал в Ублиет возможно только с помощью @Item[oNBJXWtgztDVHq3M]{Света Мемории}, который персонажи прежде должны напитать своей жизненной силой, поскольку Тимон, открыв врата в первый раз, использовал сохранившиеся в артефакте остатки магической силы.

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Северная часть этой прогалины оканчивается крутым обрывом с острыми краями. Дороги с северной и южной части поднимаются к этому холму.

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Этот холм чётко даёт понять что именно здесь Ублиет был отрезан от остальных планов. Пути ведущие из @JournalEntry[WGDhzOZvqE5eeH2P]{У6. Проход в тенях} и @JournalEntry[qM9kr00ZxPOOPx8r]{У11. Плачущий лес}, внезапно обрываясь, оканчиваются на вершине этого холма.

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Воспоминания Стефании. Тело @Actor[ietQA3Sy0r5ulgJD]{Стефании} лежит у самого обрыва этого утёса. Осмотр её амулета запустит видение:

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Невена сделала лишь несколько шагов из портала, прежде чем на неё обрушились визжащие пизраки. Вы и ваша дочь, Мила, хоть и сумели отогнать их, но было уже слишком поздно. Мертвые руки Невены всё ещё сжимают Свет Мемории.

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Вы точно знаете что надо сделать: забрать артефакт из её рук, но Мила останавливает вас и пытается отговорить.

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«Невена была права» – говорите вы и мягко высвобождаетесь из хватки дочери. «Мы должны отрезать их от остальных планов, чтобы уберечь остальных от того, что мы освободили. Ты должна идти, скорее. И передай остальным чтобы помнили о нас, и не совершали наших ошибок.»

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Вы снова касаетесь артефакта, но вашу спину пронзает ужасная боль. Обернувшись, вы видите огромного призрака, который, смеясь глубоким, нечеловеческим смехом, появляется перед вами. Вдруг в его спину врезается струя огня и вы видите Ивона, который, шатаясь, воходит из облака тьмы и идёт в вашу сторону. Он выглядит очень измождённым. Призрак в ярости поворачивается в его сторону, но Ивон смотрит на вас.

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«Мы не сможем их удержать» – это всё что он успевает произнести, после чего его снова поглощает тьма.

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Вы оборачиваетесь обратно к телу Невены чтобы забрать артефакт, однако его уже нет, как нет рядом и вашей дочери. Всё что вы успеваете заметить – это короткую вспышку и проходящую по Вратам рябь, после чего Врата гаснут. Ужасный визг мгновенно заполняет всё вокруг, и вы чувствуете злую радость от того что план удался, а затем холодные бесплотные когти погружаются в ваше тело.

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Существа. @Actor[ietQA3Sy0r5ulgJD]{Воплощение памяти Стефании} рыскает по вершине холма, сразу же атакуя как только будет замечено персонажами, когда персонажи будут покидать зону или попытаются взаимодействовать с амулетом.

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Восстановление личности Стефании. Будучи восстановленной, Стефания обращается к персонажам:

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«Я умоляю вас, незнакомцы, положите конец этому месту, если сможете. Не позвольте ему и далее осквернять память о нас». Как только она пропадает во вспышке света, её тело рассыпается в прах, а на земле остаётся лежать амулет и диадема.

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Сокровище. Кроме амулета памяти на месте тела Стефании остаётся золотая диадема стоимостью 250зм, на которую нанесён тот же символ что и на амулете.

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Арка, камень которой усеян трещинами, внутри которых клубится тьма, возвышается в центре этого чёрного плато. Осыпающиеся колонны из чёрного камня окружают эту арку. В проёме арки, висит человек, чьи ноги и руки скованы сотканными из теней цепями.

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Ученик. В проёме висит @Actor[Fy7b24FG2T24qA4p]{Тимон} – ученик чародея. Он выглядит очень истощённым и имеет два уровня истощения. Его припасы уже подходят к концу, и он с облегчением смотрит на персонажей.

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Слава богам, вы здесь! Я не могу в это поверить! Вы пришли спасти меня? Эта голубая штука из драгоценного камня, она у вас? Они ненавидят её! Поднесите её к цепям, скорее! Я уверен, что она сможет ослабить цепи.

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Тимон расскажет всё что знает, если персонажи его освободят. Он предупреждает персонажей о Забытом – могущественном призраке, и о том что он, без сомнения, уже знает что персонажи здесь. Будучи освобождённым, Тимон поторапливает персонажей чтобы те отправились на север (в У2). Им понадобится помощь в использовании @Item[oNBJXWtgztDVHq3M]{Света Мемории} и в схватке с @Actor[piwZlbSAyy9i5jzb]{Забытым}, который не даст им просто так покинуть Ублиет.

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Снятие оков. Если приложить @Item[oNBJXWtgztDVHq3M]{Свет Мемории} к цепям, то последние затвердеют, после чего их можно сломать пройдя проверку Силы Сл.12, или нанеся 10 единиц урона.

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Знания Тимона. Кагот-це передал всю ту немногочисленную информацию о Вратах, которую знал сам, прежде чем послать Тимона обследовать их. Тимон знает, что древние маги открыли Врата в ходе некого ритуала, а затем были заперты в этом плане. Он предполагает, что персонажи могли бы попытаться отыскать этих магов, чтобы заручиться их поддержкой, однако выказывает некоторые сомнения что те ещё могут быть живы, учитывая собственный опыт общения с Забытым, при том уверен что это наилучший вариант чтобы узнать больше об артефакте и о том, как его использовать чтобы покинуть Ублиет.

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Подёрнутая дымкой древняя дорога бесконечно тянется в обе стороны. Обочины дороги ограждены сломанным забором, за которым, среди теней, стоят иссохшие мертвые деревья. Далее, за деревьями, земля резко обрывается провалом, ведущим в бесконечную тьму.

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Тимон, зная о том, что Забытый приходит в @JournalEntry[FKdt5qXLiLKXWfhu]{У1} слева, предлагает персонажам идти на восток. Он предлагает найти магов, прежде чем связываться с Забытым.

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Выйдя из библиотеки, вы попадаете на тихую деревенскую дорогу, которая заканчивается перекрёстком. В центре дороги стоит указатель.

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На указателе надпись на эльфийском: западная дорога названа «Утрата», восточная - «Высокомерие».

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Тёмный проход ведёт на запад.

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Темноту этого перехода не могут осветить даже заклинания, до 3го уровня включительно. Лишь свет от @Item[oNBJXWtgztDVHq3M]{Света Мемории} может разогнать мрак.

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Существа. Как только персонажи попадают в этот переход, на них немедленно нападают две @Actor[Svjt5Qa0Wbifbuqy]{Тени / Shadow}.

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Путь поднимается к высокой каменной стене, построенной между огромными земляными валами. Основания стены и валов утопают во мраке.

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Стена шириной 15фт. И построена из камня. Успешная проверка Интеллекта (Расследование)Сл.13 или Мудрости (Внимание)Сл.13, покажет что стена очень хлипкая.

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Опасность. Стена сильно повреждена и каждый, кто проходит по ней, может вызвать обвал. Каждое существо, переходящее по стене, должно успешно выполнить Спасбросок Ловкости Сл13, иначе под его весом обрушится часть стены, при этом нанеся существу [[/r d4]] дробящего урона, и, если у существа нет никакой страховки, оно падает вниз, во тьму (см. Особенности Ублиета). Существо, двигающееся с половиной скорости проходит проверку с преимуществом.

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Древняя дорога вскоре превращается в заросшую сорняками мощёную улицу, по бокам которой стоят местами обрушившиеся каменные фасады зданий.

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Это место образ разрушенной Мемории: некогда изящные колонны разрушены, статуи опрокинуты, а в фасадах домов тут и там зияют огромные дыры. Вещи и записки, разбросанные вокруг, рассыпаются в прах, если к ним прикоснуться. Здания же представляют собой только фасады, за которыми граница воспоминания обрывается всё той же бесконечной тьмой.

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Существа. Три тела, облаченные в белую рясу лежат на улице. Тела принадлежат гуманоидам, но выглядят будто иллюзии. На самом деле эти тела служат вместилищем для обезумевших @Actor[Svjt5Qa0Wbifbuqy]{Теней / Shadow}, остатков меморийцев, погибших здесь. Если существо оказывается в пределах 5фт от тел, то тела поглощает клубящаяся тень, из которой появляются Тени и нападают на персонажей. 

"},"_id":"NB9PepktNI7rPoUg","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hbKtNjecEHTPuvzX","name":"У8. Тихая дорога","folder":"KScuIHPuVF9QjMcq","sort":118750,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"У8. Тихая дорога","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"
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Похоже что дорога тянется бесконечно, однако на западе она резко заканчивается, упираясь в стену внушительной цитадели, которая рябит словно мираж. Дорога выглядит тихой и спокойной, а с обеих сторон от неё клубятся тени.

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Идя по дороге у персонажей возникает ощущение что за ними наблюдают и кто-то находится очень близко.

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Существа. За персонажами действительно следует @Actor[Svjt5Qa0Wbifbuqy]{Тень / Shadow}, который появилсяв результате смерти одного из меморийцев. Он играет с вещами персонажей: находясь ближе к земле, он связывает вместе шнурки на их ботинках, тянет вниз за одежду или делает прочие мелкие пакости. Чтобы оставаться незамеченным персонажами, он прячется в тенях в стороне от дороги. Если персонажи выглядят озадаченными тем, что происходит, то он выскакивает из теней с хихиканьем. Его голос высокий, с нотками сумасшествия. Он не будет преследовать персонажей, если те решат сбежать от него, однако будет драться, если персонажи атакуют и прервут его веселье.

"},"_id":"v3eNlhM6GtTZHWSB","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"oUgznywyzpMLVy7X","name":"У9. Внутренний двор.","folder":"KScuIHPuVF9QjMcq","sort":120313,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"У9. Внутренний двор.","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"
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Путь проходит через некогда величественные ворота, в большой внутренний двор, окружённый призрачными зданиями. Внутри двора стоят призрачные торговые лотки, а в западной его части, у такого же призрачного фонтана из которого, вместо воды, изливается тьма, лежит тело.

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Бездыханное тело Ивона лежит рядом с фонтаном, недалеко от @JournalEntry[vYjPKEnkWScox0Gu]{У10}.

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Из двора ведут несколько путей: на северо-запад в @JournalEntry[qM9kr00ZxPOOPx8r]{У11. Плачущий лес}, на восток, в @JournalEntry[hbKtNjecEHTPuvzX]{У8. Тихая дорога}и на юг, в @JournalEntry[vYjPKEnkWScox0Gu]{У10. Колодец теней}, где оба пути скрывает тьма. @Actor[Fy7b24FG2T24qA4p]{Тимон}, если жив, предупреждает персонажей о том что в У10 пока не стоит идти. Он говорит это только если персонажи не зарядили @Item[oNBJXWtgztDVHq3M]{Свет Мемории} всеми тремя воспоминаниями.

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Память Ивона. Также как и с другими, касание к амулету Ивона запустит видение:

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Вы врываетесь во внутренний двор, и видите статую богини, стоящую в центре фонтана из которого течёт кристально чистая вода. Обычно эта статуя умиротворяет вас, но только не сейчас, не в эту ночь. Отовсюду эхом доносятся душераздирающие крики, и вы понимаете что двое магов из вашего сопровождения в числе тех немногих кто смог уцелеть. Вы приказываете им сопроводить выживших к теневым вратам.

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Краем глаза вы замечаете женщину с заколотыми волосами и в голубой рясе, которая выбегает из ближайшего здания, а у её ног стелится тьма. В руках она держит кипу свитков, и голубой драгоценный камень, в котором вы узнаёте Свет Мемории. Используя свои силы, несколькими магическими ударами вы развеиваете тьму у ног женщины, но понимаете что вам не хватит сил справиться со всем что получилось призвать.

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Задыхаясь, Невена обращается к вам: «Ивон, всё пошло совсем не так!»

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«Что произошло?» Вы помогаете ей, смотря на неё с недоверием. В одно мгновение ритуал шёл по плану, а в следующее весь город заполонили тени, лезущие из каждого тёмного угла. «Что натворил твой артефакт?»

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«То, что и должен был! Он проложил путь между нашим миром и миром мёртвых, чтобы привести к нам наших предков, но что-то пошло не так. Неужели нашей жертвы было недостаточно?» Она смотрит на вас с ужасом. «Неужели нам не удалось избежать кровопролития?»

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«Мы сделали всё что смогли. А теперь беги!» Вы толкаете её в сторону врат, и обращаете взгляд на статую богини стоящую в центре фонтана. Внутри вас растёт страх, но вы уже всё решили.

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Существа. @Actor[XBAxXudwdB09FyDu]{Воплощение памяти Ивона} прячется в фонтане, наблюдая за персонажами. Он атакует, если персонажи попытаются уйти из зоны, попробуют его отыскать или попытаются взаимодействовать с амулетом.

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Восстановление личности Ивона. Если его личность восстановлена, Ивон произнесёт следующее:

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«Это место оскверняет имя нашей богини, искажая все наши священные воспоминания. Я помогу вам положить этому конец.» Когда он пропадает во вспышке света, его тело превращается в прах. На месте его остаётся только один амулет.

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Сокровище. В прахе Ивона можно найти амулет памяти, а также древний меч. В бою он бесполезен, однако в головке эфеса меча есть драгоценный камень, стоимостью 150зм.

"},"_id":"p5447xDmqlNuEJn1","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pl6rloIqsdI0ez7e","name":"Духи Меморийцев","folder":"KScuIHPuVF9QjMcq","sort":137500,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"Духи Меморийцев","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Почти все меморийцы, кто пережил проведение ритуала, затем пали жертвами нежити и влились в её ряды, после того как заперли себя в Ублиете, однако, те у кого были священные амулеты памяти смогли спасти свои души. Эти трое: Стефания, Невена и Ивон, бывшие предводители культа некромантов, и их души персонажи могут использовать чтобы напитать Свет Мемории.

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Несмотря на то, что все они не превратились в нежить, жизнь в Ублиете всё же наложила на них свой отпечаток. Поглощенные горем и яростью, много лет переживающие свои самые худшие воспоминания снова и снова, их личности исказились.

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Чтобы восстановить личность меморийца, персонажи должны напомнить ему о том, каким он был. Амулеты памяти, сохранившиеся на телах предводителей, при прикосновении насылают видения с воспоминаниями каждого из них, давая персонажам необходимую, для восстановления личности, информацию.

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Чтобы заставить воспоминание прекратить атаку, достаточно произнести имя меморийца, а напоминание хотя бы об одной детали из его прошлого, вернёт личность воспоминания.

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Если личность меморийца восстановлена, он сам коснётся Света Мемории, наполняя его своей энергией. Если же воспоминание будет уничтожено, то ничего не произойдёт, однако, воспоминание вернётся к своему телу спустя 2к4 часа, и у персонажей будут дополнительные возможности с ним взаимодействовать.

"},"_id":"ILhdNSCA85TXGLJd","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qM9kr00ZxPOOPx8r","name":"У11. Плачущий лес","folder":"KScuIHPuVF9QjMcq","sort":131250,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"У11. Плачущий лес","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"
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Дорога превращается в узкий коридор. Толстые, сплетённые из теней, и нависающие со всех сторон деревья образуют стены коридора, а их ветви сплетаются потолок. Среди деревьев слышен вой и плач, но источник разглядеть не удаётся.

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Ощущение тоски и печали заполняет всех, кто входит в этот лес. Каждую минуту находящееся в лесу существо должно бросать Спасбросок Мудрости Сл.10, и, если провалит, то услышит крики о помощи, раздающиеся из леса. Существо сразу сходит с тропы в поисках источника звука.

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Существа. Четыре @Actor[Svjt5Qa0Wbifbuqy]{Тени / Shadow} рыскают по лесу, ведомые смутными воспоминаниями о ярости, горе и ужасе. Они не обращают внимания на персонажей идущих по дороге, но сразу же нападают на тех, кто сошёл с неё. 

"},"_id":"88HG0uIZanDWhI6i","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rnE0J7Zl3oBUWPpB","name":"У4. Разрушенная библиотека","folder":"KScuIHPuVF9QjMcq","sort":-150000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"У4. Разрушенная библиотека","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"
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Улица заканчивается небольшим возвышением, на котором начинается лестница, сделанная из чёрного потрескавшегося мрамора, заканчивающаяся двумя подёрнутыми дымкой колоннами с аркой между ними. За аркой расположены две соединённые переходом круглые комнаты, внутри которых, выстроенные в линии, стоят книжные шкафы, доверху забитые свитками и книгами.

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Проходы между шкафами, ограничивающими зону, ведут в пустоту. Столы и стулья раскиданные по комнатам, как и многие другие вещи в Ублиете, нематериальны.

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Память Невены. Тело Невены, защищённое @Item[uNQJ3oVObwij8xHV]{Амулетом Памяти}, лежит на полу комнаты, ведущей в @JournalEntry[VEuszqifs0NItHpL]{У5}. В отличие от тел в @JournalEntry[exl9MApSzonhVZnw]{У3} @Actor[uh3JXtVivPC0XzTT]{Невена} выглядит вполне осязаемой и даже живой, но только на первый взгляд. Персонаж, который осмотрит её и коснётся амулета, станет свидетелем воспоминаний Невены, её величайшего триумфа и сожаления.

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Библиотека растворяется, а на её месте возникает целая, нетронутая разрухой, комната, впрочем, так же заставленная книгами и свитками. В комнате стоит женщина с золотой диадемой на голове и с участием смотрит на вас. Посмотрев вниз, вы опирающиеся на стол руки, принадлежащие другому существу. На столе хаотично разбросаны книги, покрытые таблицами и диаграммами. Рядом с вами лежит обработанный голубой драгоценный камень, в котором вы узнаёте Свет Мемории, и при взгляде на него вас захлёстывает гордость за то, что это результат вашей работы.

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Женщина обращается к вам: «Жертвоприношение? Невена, нет! Тогда все эти эльфы будут правы насчёт нас.»

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Вы мотаете головой: «Жертвоприношение может принимать множество форм, Стефания. Разве принести в жертву несколько лет наших жизней не стоит того чтобы вернуть наших предков обратно в мир живых?»

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Стефания, подносит руку ко рту, кивает в знак согласия, и вы переводите взгляд на артефакт, испытывая благоговение. Вы произносите «Только представь, чего мы достигли! Мир, в котором больше не нужно будет прощаться со своими предками! Мы можем полностью изменить его, и, возможно, перестанем быть изгоями.»

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Существа. @Actor[uh3JXtVivPC0XzTT]{Воплощение памяти Невены} прячется между стеллажами с книгами и нападёт на персонажей если будет обнаружен, когда персонажи будут покидать комнату или после того, как кто-то из них активирует амулет (См. врезку @JournalEntry[pl6rloIqsdI0ez7e]{Духи Меморийцев}, чтобы узнать, как мирно взаимодействовать с Невеной).

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Восстановление личности Невены. Если её личность восстановлена, Невена скажет следующее:

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«Свет никогда не должен был причинять вред. Используйте его, чтобы исправить наши ошибки». После того как она исчезает в свете, её тело рассыпается в прах, а на полу остаётся лежать один амулет.

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Сокровища. На теле Невены можно найти @Item[uNQJ3oVObwij8xHV]{Амулет Памяти}, а на полках, если их обыскать, в шкатулках лежат свитки увидеть невидимое (see invisibility) и spell scroll of magic circle.

"},"_id":"GIhcsN0PR1k3RyXv","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vYjPKEnkWScox0Gu","name":"У10. Колодец теней","folder":"KScuIHPuVF9QjMcq","sort":121875,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"У10. Колодец теней","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"
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Узкие проходы ведущие к колодцу резко упираются в лишённый уступов отвесный обрыв. Они ведут к бездонной пропасти внутри которой клубятся тени, а из центра вверх поднимается колонна, к которой через пропасть перекинут узкий мост.

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Эта зона населена призраками древних жителей Мемории. Чтобы их освободить, потребуется уничтожить весь Ублиет.

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Центральная колонна – это излюбленное место Забытого, где он размышляет о своей силе и о том чем заёмётся, когда, наконец, покинет Ублиет.

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Существа. 50% шанс что @Actor[piwZlbSAyy9i5jzb]{Забытый} будет здесь. Он атакует персонажей, если те войдут в его обитель, но не будет пытаться убить их, пока они не активируют портал из Ублиета. Если его хиты опустились до половины, он ныряет в колодец и каждый раунд, пока персонажи в @JournalEntry[vYjPKEnkWScox0Gu]{У10. Колодец теней} посылает @Actor[Svjt5Qa0Wbifbuqy]{Тень / Shadow} в бой. Тени не покидают @JournalEntry[vYjPKEnkWScox0Gu]{У10. Колодец теней} и не преследуют персонажей, @Actor[piwZlbSAyy9i5jzb]{Забытый} так же не преследует их, в надежде что персонажи смогут открыть портал.

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Сокровища. Остатки вещей Меморийцев хаотично разбросаны по склону. Здесь можно найти драгоценности, камни, шёлковые одежды и небольшие предметы искусства, которые смогли пройти проверку времени. Всего здесь ценностей на 70зм, 1050см и 2100мм. Чтобы собрать все, персонажам потребуется 3 раунда, в каждый из которых можно собрать максимум треть, округляя вниз.

"},"_id":"PxpxLcMCw3e4Es80","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"2YTS6JE2XVEOJWNI":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"yI1yNiJELRgpbjCa","name":"Ублиет","folder":"KScuIHPuVF9QjMcq","sort":-300000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"}},"pages":[{"name":"Ублиет","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Ублиет

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Ублиет – это сюрреалистичный план, отделённый от остальных. Его обитатели – это злобная нежить, запертая здесь и отзвуки сознания меморийцев, сгинувших в этом плане.

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Особенности Ублиета

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Ублиет нестабилен с точки зрения пространства, здесь очень сложно оценить расстояние, а переход из одной зоны в другую напоминает движение во сне.

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Потолки. Потолок в Ублиете – это тёмная непроглядная мгла. Эффекты или существа, которые пересекают отметку в 60фт. Падают обратно, в точку где они были. При падении существа не получают урона, однако это ненадолго их дезориентирует.

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Двери и стены. Переходы и стены в Ублиете не имеют чётких границ, вместо этого, зоны воспоминаний как бы смешиваются друг сдругом, наползая одна на другую, в тех местах, где такие переходы есть. Для наблюдателя, зона, в которой он сейчас находится, бесконечна, и изменяется только тогда, когда он переходит границу другого воспоминания.

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За границей зоны клубится мгла, через которую проступают очертания зданий. Сорвавшись с края, существо падает вниз на протяжении всего раунда, после чего, невредимым появляется в точке, откуда начало движение. Существо должно преуспеть в спасброске Мудрости Сл10, иначе получает одну степень истощения и становится испуганным на 1 минуту.

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Охота. В Ублиете невозможно добыть пищу с помощью охоты, поэтому персонажам нужно рассчитывать на ту еду, которая у них с собой.

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Свет. Ублиет очень тёмное место, и обычные источники света не разгоняют здешний мрак, а магические работают в полсилы.

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Отдых в Ублиете. Персонажи могут остановиться здесь на короткий или продолжительный отдых, однако сон здесь очень беспокойный, и всегда сопровождается кошмарами и видениями мрака и огромного города, который погружается в бездну. В конце каждого длительного отдыха персонажи должны успешно выполнить спасбросок Мудрости Сл15, чтобы получить все эффекты длительного отдыха.

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Так как Забытый пытается открыть Врата, он удерживает большинство духов от прямого столкновения с партией, однако, время отдыха или сна – это идеальное время для нападения, чтобы держать персонажей уставшими.

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Локации Ублиета

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@JournalEntry[FKdt5qXLiLKXWfhu]{У1. Арка}

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@JournalEntry[U8LuiN8bmOJD4EEu]{У2. Туманный путь}

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@JournalEntry[exl9MApSzonhVZnw]{У3. Улицы Мемории}

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@JournalEntry[rnE0J7Zl3oBUWPpB]{У4. Разрушенная библиотека}

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@JournalEntry[VEuszqifs0NItHpL]{У5. Перекрёсток}

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@JournalEntry[WGDhzOZvqE5eeH2P]{У6. Проход в тенях}

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@JournalEntry[ddUuIZwFSIDCKGpc]{У7. Обрушившаяся стена}

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@JournalEntry[hbKtNjecEHTPuvzX]{У8. Тихая дорога}

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@JournalEntry[oUgznywyzpMLVy7X]{У9. Внутренний двор.}

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@JournalEntry[vYjPKEnkWScox0Gu]{У10. Колодец теней}

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@JournalEntry[qM9kr00ZxPOOPx8r]{У11. Плачущий лес}

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@JournalEntry[C2jomEf6fIvTlFa1]{У12. Разбитая дорога}

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Покидая Ублиет

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Для побега необходимо чтобы персонажи зарядили Свет Мемории душами @Actor[uh3JXtVivPC0XzTT]{Невены}, @Actor[ietQA3Sy0r5ulgJD]{Стефании} и @Actor[XBAxXudwdB09FyDu]{Ивона}, отнесли артефакт в @JournalEntry[FKdt5qXLiLKXWfhu]{У1}, и использовали его чтобы открыть портал в Материальный план, однако @Actor[piwZlbSAyy9i5jzb]{Забытый} не даст им это сделать так просто. Он даёт возможность персонажам подготовиться к открытию портала, но являет себя как только они его заряжают.

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Когда персонажи активируют портал, арка начинает потрескивать от растущей в нём энергии. Заряд длится минуту. Когда портал начинает открываться, Забытый появляется из теней, и с визгом «Наконец-то! Свобода!» бросается в атаку на персонажей крича что их души будут первыми за долгое время его заключения.

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Забытый. Забытый -  призрак и он приводит с собой двух теней, чтобы те убили персонажей. Обычно, такая схватка была бы очень сложной для персонажей, но души, заключённые в @Item[oNBJXWtgztDVHq3M]{Свете Мемории} помогут им.

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Когда Забытый атакует персонажей, отчётливое «Нет!» раздаётся из артефакта, и он начинает излучать свет, постепенно переходящий в солнечный, который ослабляет Забытого и его теней. Персонаж, держащий @Item[oNBJXWtgztDVHq3M]{Свет Мемории} заметит что свет заставляет @Actor[piwZlbSAyy9i5jzb]{Забытого} понемногу трескаться, от него откалываются небольшие куски.

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Если столкновение длится более 10 раундов, портал активируется, а @Actor[piwZlbSAyy9i5jzb]{Забытый} пытается сбежать через него – он слишком долго находился в Ублиете, и не намерен рисковать своей свободой ради убийства персонажей. Далее персонажи могут продолжить бой на Материальном плане, или же дать Забытому уйти.

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Если @Actor[piwZlbSAyy9i5jzb]{Забытый} побеждён, он издаёт пронзительный вой, растворяясь. Ублиет более не поддерживается ни меморийцами ни Забытым, и начинает рушиться и схлопываться. Если портал открыт после убийства Забытого, то у персонажей есть три раунда на то чтобы сбежать из разрушающегося плана, прежде чем они навсегда здесь сгинут. Уже на Материальном плане, персонажи могут увидеть сквозь портал как рушится Ублиет, непроглядная тьма бьёт в портал, а затем портал затихает.

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Попадание: 5 ([[/r 1d6 + 2]]) дробящего урона. 

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Кожаный доспех сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

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На 1 минуту двергар магически увеличивается в размере вместе со всем, что носит и держит. В увеличенной форме двергар крупного размера, удваивает кости урона для атак, связанных с Силой (уже учтено), и получает преимущество к проверкам Силы и испытаниям Силы. Если двергару не хватает пространства, чтобы стать крупным, он приобретает максимальный размер, возможный в имеющемся пространстве. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xk0gqCB7oVdy8vnY","name":"Клевец","type":"weapon","img":"icons/weapons/axes/pickaxe-double-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+4]] (+4)к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 6 ([[/r 1d8 + 2]])  колющего урона или 11 ([[/r 2d8 + 2]]) колющего урона в увеличенной форме.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":2,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"],["2d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"z6DKHVwRzM6mGcVT","name":"Пилум","type":"weapon","img":"icons/weapons/ammunition/arrows-bodkin-yellow-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов или дистанция 30/120 футов, одна цель.
\n
Попадание: 5  ([[/r 1d6 + 2]])  колющего урона или 9  ([[/r 1d6 + 2]]) колющего урона в увеличенной форме. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":2,"price":{"value":0.5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"],["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"thr":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KiVxTmpAq01AW3L3","name":"Невидимость (перезарядка после короткого или долгого отдыха)","type":"feat","img":"icons/creatures/webs/webthin-blue.webp","effects":[],"folder":null,"sort":100000,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
Двергар магически становится @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимым}, пока не атакует, не сотворит заклинание, не использует Увеличение или не потеряет концентрацию (как если бы концентрировался на заклинании), но не более чем на 1 час. Всё снаряжение, которое двергар носит или держит, становится невидимым  вместе с ним.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pXWiJvcMVgTzp1cE","name":"Стойкость двергара","type":"feat","img":"icons/magic/control/control-influence-rally-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
У двергара преимущество к испытаниям против яда, заклинаний и иллюзий, а также против @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожения} и @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{паралича}. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B4nNiUh89xN07Vhx","name":"Чувствительность к солнцу","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n
Пока двергар на солнечном свету, он получает помеху к броскам атаки и проверкам Мудрости (Внимание), основанным на зрении. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Zf79nvPeNTGpSxaz","name":"Чешуйчатый доспех","type":"equipment","img":"icons/equipment/chest/breastplate-metal-scaled-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"scale%20mail_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
\n

Чешуйчатый доспех состоит из кожаной куртки и штанов (а иногда и отдельной юбки), покрытых внахлёст чешуйками из металла, похожими на рыбьи. Доспех включает и рукавицы.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":45,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5DvPXnW0SDizgrIk","name":"Щит","type":"equipment","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","effects":[],"folder":null,"sort":200000,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"shield_phb"},"core":{"sourceId":"Item.m2wEeNUSQJPf6CG0"}},"system":{"description":{"value":"
\n

Щит изготавливается из дерева или металла и носится в одной руке. Ношение щита увеличивает ваш класс брони на 2. Одновременно вы можете использовать только один щит.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":6,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"TmYjeBJnWYW3uIWX","sort":50000,"flags":{"core":{"sourceId":"Compendium.world.avernus.HOxtX70mKkGH4Jgy"}},"system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":26,"max":26,"temp":0,"tempmax":0,"formula":"4d8 + 4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":25,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":null,"tremorsense":null,"truesight":null,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n
\n

 

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Деспотичные двергары, также известные как серые дварфы, живут в фантастических городах глубоко в Подземье. При помощи древних дварфийских знаний и огромного числа рабов они неустанно расширяют границы своих подземных королевств.
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Большинство двергаров (включая женщин) лысые, с пепельно-серой кожей. Они носят серую одежду, сливающуюся с камнем, а также самые простые украшения, отражающие их строгий и прагматичный характер.
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\n
Из рабов в рабовладельцы.
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Когда-то двергары были дварфами, задолго до того, как жадность и подземные исследования привели их в лапы свежевателей разума. Проведя в плену иллитидов несколько поколений, дварфы в конечном счёте отвоевали независимость с помощью злого божества Ладугуэра. Однако рабство навсегда изменило их, омрачило их дух и сделало такими же злыми, как тираны, от которых они сбежали. Несмотря на обретённую свободу, двергары — суровые, пессимистичные и недоверчивые существа, вечно чем-то занятые и всем недовольные. Они просто не помнят, каково это — радоваться или гордиться. Их творения крепкие, но лишены теплоты и изысканности, Двергары воюют со своими родственниками-дварфами, а также со всеми подземными расами. Они создают союзы, когда это удобно, и сами же нарушают соглашения, когда те перестают им приносить пользу. Они захватывают рабов для тяжёлого труда в Подземье, используя их как бесплатную рабочую силу и своего рода товар для обмена.
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Крепкие, как камень.
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У двергаров, как и у дварфов, крепкое телосложение. Помимо физической выносливости, они обладают невероятной ментальной стойкостью, появившейся во времена рабства у иллитидов. Разум двергара — это крепость, отражающая чары, иллюзии и прочие заклинания. Уроженцы тьмы. Подземье насыщено странной маги- ческой силой, которую поколения двергаров впитывали, пока были в плену. Двергар может на короткое время увеличиться в размере до огра и стать сильнее. Если он столкнётся с врагом, которого не сможет победить, или если он шпионит за существами, приближающимися к его территории, он также может стать невидимым ис лёгкостью ускользнуть во тьму. Века, проведённые в Подземье, также обострили ночное зрение двергаров, позволяя им видеть в два раза дальше, чем обычным дварфам. Однако это компенсируется плохим зрением на солнечном свету.
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Владыка из Преисподней.
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Асмодей, Владыка Девяти Преисподних, порой выдаёт себя за богов двергаров, чтобы вселить зло в сердца серых дварфов. Он предлагает им божественное покровительство и отмщение их врагам, подталкивая их при этом ко всё более и более деспотичным поступкам, а сам при этом скрывает свою истинную сущность.
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Кавалерийский офицер совершает две рукопашные атаки.

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A Large or smaller creature hit by a net is @condition[restrained] until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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Кавалерийский офицер добавляет 2 к КД против одной рукопашной атаки, которая должна попасть по нему. Для этого кавалерийский офицер должен видеть атакующего и использовать рукопашное оружие.

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"OyvGR7J3CJe2ZyL4":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"flags":{"core":{"sourceId":"Actor.mKuFU3W4fnqpFU4o"}},"system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":32,"max":32,"temp":0,"tempmax":0,"formula":"5d8+10"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":null,"blindsight":null,"tremorsense":null,"truesight":null,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"","public":""},"alignment":"","race":null,"type":{"value":"humanoid","subtype":"Человек","swarm":"","custom":""},"environment":"","cr":1,"spellLevel":0,"source":{}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":1,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":1,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"ownership":{"default":0,"OyvGR7J3CJe2ZyL4":3},"prototypeToken":{"name":"Кавалерийский офицер Красных 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/ Quasit","type":"npc","img":"https://static.kdiva.ru/foundry-main/tokens/quasit.webp","items":[{"_id":"kaDfpydDzHGWud9Z","name":"Когти (укус в форме животного)","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 5 ([[/r 1d4 + 3]]) колющего урона, и цель должна пройти испытание Выносливости со СЛ 10, при провале она получит 5 ([[/r 2d4]]) урона ядом и @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлена} на 1 минуту. Цель может повторять это испытание в конце каждого своего хода, при успехе эффект для неё прекращается.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"],["2d4","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"cha"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tUsjhp8PHlDCfmRc","name":"Устрашение (1 в день)","type":"feat","img":"icons/creatures/unholy/demon-winged-cyclops-drooling.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"use":true},"altValue":{"use":true}}}},"system":{"description":{"value":"
\n
Одно существо по выбору квазита в пределах 20 футов от него должно пройти испытание Мудрости со СЛ 10, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугано} на 1 минуту. Цель может повторять это испытание в конце каждого своего хода, с помехой, если квазит на линии видимости. При успехе эффект для неё прекращается. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"FA8kDFSEYhzaMJKw","name":"Невидимость","type":"feat","img":"icons/creatures/webs/webthin-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Квазит магически становится @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимым}, пока не атакует, пока не использует Устрашение или пока не потеряет концентрацию (как если бы концентрировался на заклинании). Всё снаряжение, которое он носит или держит, становится невидимым вместе с ним.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"1dqJGNVN72pvB9pn","name":"Перевёртыш","type":"feat","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Квазит может использовать действие, чтобы принять форму животного, напоминающую летучую мышь (скорость 10 футов, полёт 40 футов), многоножку (скорость 40 футов, лазание 40 футов) или жабу (скорость 40 футов, плавание 40 футов), или вернуться в истинную форму. Его параметры не меняются в зависимости от формы, кроме указанных изменений скорости. Снаряжение, которое он носит или держит, не превращается. Квазит возвращается в истинную форму, если умирает. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HyZl9YfEf0uqjmDY","name":"Устойчивость к магии","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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У квазита преимущество к испытаниям против заклинаний и других магических эффектов. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"TmYjeBJnWYW3uIWX","sort":600000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.Ohcv5MnrZd4PQ9RM"}},"system":{"abilities":{"str":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":7,"max":7,"temp":0,"tempmax":0,"formula":"3d4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":null,"tremorsense":null,"truesight":null,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Квазит

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Нижние планы кишат квазитами. Они физически слабы и тайком планируют проказы и дурные поступки. Более сильные демоны используют квазитов как шпионов и посланников, когда не питаются ими и не разрывают на части от скуки.

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Квазит может принимать форму животного, но в своём истинном виде похож на 2-футового зелёного гуманоида с колючим хвостом и рожками. У квазита когти на руках и ногах, выделяющие едкий яд. Квазиты предпочитают нападать из невидимости.

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Вариант: квазит-фамильяр

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Смертные заклинатели, желающие заполучить фамильяра с другого плана, могут с лёгкостью призвать квазита, который станет им подобострастным слугой. Он хорошо выполняет поручения, но подталкивает своего хозяина ко всё более и более хаотичным злым поступкам. У таких квазитов есть следующая особенность:

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Фамильяр. Квазит может служить другому существу фамильяром, формируя телепатическую связь с согласным на это хозяином. Пока они связаны, Хозяин может воспринимать то, что воспринимает квазит, пока они находятся в пределах 1 мили друг от друга. Пока квазит находится в пределах 10 футов от хозяина, хозяин получает особенность квазита Устойчивость к магии. Квазит может в любой момент и по любой причине прекратить служить фамильяром и оборвать Телепатическую связь.

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\n

 

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Демоны

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Демоны, которые рождаются на Бесконечных слоях Бедны, это воплощение хаоса и зла, орудия разрушения, которые рвутся на волю из чудовищных тел. У них нет и сострадания, ни жалости, ни эмпатии, они существуют только для уничтожения.

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Порождения хаоса. Бездна создает демонов как продолжение себя, спонтанно формируя бестий из отбросов и кровопролития. Встречаются и уникальные чудовища, и однотипные, практически неотличимые друг от друга. Есть демоны (такие как мойны), которые появляются из душ смертных, отвергнутых или проклятых богами либо застрявших в Бездне по другой причине.

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Хаотичное возвышение. Демоны уважают силу и только силу. Высший демон командует верещащими ордами низших демонов, потому что может уничтожить любого, кто ослушается его. Статус демона растет с каждой пролитой им каплей крови; чем больше прагов он поверг, тем сильнее становится.

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Демон может зародиться как мэйн, позже стать дретчем, а потом, после многочисленных сражений и долгой жизни в Бездне, трансформироваться во врака. Однако такие эволюции происходят редко, так как большую часть демонов уничтожают до того, как они накопят значительную власть. Величайшие из тех, что выжили, становятся демоническими владыками, способными разодрать Бездну на клочья бесконечными междоусобицами.

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Потратив большое количество магической энергии, демонический владыка может превратить низшего демона в более сильную форму, но такое продвижение никогда не бывает наградой за заслуги. Демонический владыка превратит мэйна в квазита, если ему нужен невидимый шпион, или армию дретчей в хезроу, если идёт войной на врага. Владыки редко создают таким образом высших демонов, боясь случайно заполучить себе соперников.

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Вторжения Бездны. Бродя по Бездне, демоны ищут порталы на другие планы. Они отчаянно стремятся сбежать из своего мира, чтобы разносить порчу на всю мультивселенную, портить труды богов, разрушать цивилизации и нести с собой отчаяние и разруху.

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Самые мрачные легенды мира смертных рассказывают о разрушениях, вызванных прорвавшимися демонами. Поэтому даже враждующие страны отложат свои конфликты в сторону, чтобы сдержать прорыв демонов или запечатать разломы в Бездну до того, как бестии хлынут из них рекой.

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Признаки разложения. Демоны несут с собой разложение Бездны, и одно лишь их присутствие меняет мир вокруг к худшему. Там, где есть разломы в Бездну и появляются демоны, растения вянут и умирают. Животные избегают мест, в которых демоны совершали убийства. Место демонического заражения может окутаться никогда не проходящей вонью, может стать очень холодным или очень жарким, а может навсегда заполниться мрачными тенями.

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Вечное зло. Вне Бездны смерть для демонов досадное недоразумение, которого никто из них не боится. Обычное оружие не может остановить этих бестий, и многие демоны устойчивы к энергии даже самых мощных заклинаний. Если удачливый герой сразит демона в бою, бестия растворится в лужу мерзкого ихора. После этого демон мгновенно воссоздаётся в Бездне, в гневе, но с нетронутыми разумом и сущностью. Единственный способ действительно уничтожить демона найти его в Бездне и убить там. 

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Защищённая сущность. Могущественный демон может принять меры по сохранению своей жизни, создавая с помощью тайных знаний и металлов Бездны амулет,в котором хранится часть его сущности. Если его тело когда-нибудь будет уничтожено в Бездне, амулет позволит бестии сформироваться заново в выбранном им пространстве и времени.

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Поиски такого амулета демона опасное предприятие, и даже первые шаги могут привлечь внимание создавшего его демона. Существо, обладающее амулетом, может требовать услуги от демона, сущность которого хранится в этом амулете, и причинять сильную боль, если бестия сопротивляется. Если амулет уничтожить, создавший его демон будет заключён в Бездне год и один день.

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Демонические культы. Несмотря на все риски, связанные со сделками с бестиями, в мире смертных много существ, жаждущих получить хотя бы частичку власти демонов. Демонические владыки тешат своё самолюбие, подталкивая таких смертных слуг на совершение бесчинств в обмен на магию и другие подачки. Демоны считают служащих им смертных инструментами и используют, как им заблагорассудится, обрекая души этих смертных на заточение в Бездне.

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Призыв демонов. Мало какое действие сравнится по рискованности с вызовом демона. маги, спокойно заключающие сделки с дьяволами, опасаются бестий из Бездны. Демоны сеют хаос на Материальном плане, но нисколько не рады, когда их вытаскивают туда силой, и яростно требуют, чтобы их отпустили,

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Тот, кто идёт на риск и призывает демона, может попробовать добыть у него сведения, принудить к служению или отправить на задание, которое может выполнить только создание абсолютного зла. При этом важна подготовка: опытный призыватель знает особые заклинания и магические предметы, способные подчинить демона вале другого создания. Если совершить хотя бы одну ошибку, вырвавшийся демон не пощадит никого и призвавший станет первой жертвой его гнева.

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Заточённые демоны. «Книга гнусной тьмы», «Черные свитки Ама» и «Демономикон Исвильв» вот основные источники сведений о демонах. Эти древние тома описывают, как заточить сущность демона на Материальном плане, поместив его в оружие, идола или ювелирное украшение и не дав тем самым демону вернуться в Бездну.

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Предмет, к которому будет привязан демон, должен быть специальным образом подготовлен нечестивыми чарами и кровью невинных. Он излучает ощутимое зло, остужая воздух вокруг себя и наполняя его зловонием. Существо, использующее такой предмет, переживает беспокойные видения и вспышки гнева, но может контролировать демона, сущность которого заключена в предмете. Уничтожение предмета освобождает демона, который тут же отправляется мстить.

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Вселение демона. Какими бы сильными ни были оковы, мощный демон всегда найдет способ, как сбежать из предмета, удерживающего его. Когда сущность демона покидает предмет, она может вселиться в смертного носителя. Иногда бестии скрывают это и ничем не выдают, что вселились в чужое тело, а иногда проявляют со свою демоническую сущность в новом облике.

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Пока в тело создания вселен демон, существует риск, то при изгнании демона или смерти тела душа этого создания будет унесена в Бездну. Если демон вселяется существо, а предмет, к которому демон привязан, будет уничтожен, то вселение длится до тех пор, пока мощная магия не изгонит демоническую сущность

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Демонические владыки

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Хаотичная сила Бездны награждает особо жестоких и изобретательных демонов темным благословением, превращая их в уникальных бестий, которые могут посоперничать силами с богами. Эти демонические владыки правят за счёт хитрости и грубой силы, надеясь кorда-нибудь захватить полный контроль над Бездной.

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Награда для чужаков. Чаще всего демонические владыки это выходцы из бесчисленных толп демонов, рыщущих по Бездне. Но этот план бытия награждает и чужаков, способных покорить один из её слоёв. Эльфийская богиня Лолт стала демонической владычицей после того, как Кореллон Ларетиан сослал её в Бездну за предательство эльфийского народа. Мудрецы утверждают, что Темный Князь Граз'зт пришёл с другого плана бытия и отобрал свой титул удругого давно забытого владыки.

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Власть и контроль. Главный признак величия демонического владыки — его способность изменять форму своих владений в Бездне, Слой Бездны под управлением владыки становится искажённым отражением его злобной личности. Демонические владыки редко покидают свои владения, опасаясь, что в их отсутствие другое существо захватит и исказит их.

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Как и у прочих демонов, сущность владыки, умирающего на другом плане, возвращается в Бездну, где у него формируется новое тело. Демонический владыка, умерший в Бездне, уничтожается навсегда. Большинство демонических владык хранит часть своей сущности в безопасном месте, чтобы защититься от этого.

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Бафомет

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Демонический владыка Бафомет, также известный как Рогатый Король и Князь Зверей, правит Минотаврами и другими дикими существами. Будь на то его воля, цивилизация распалась бы и все народы вернули бы свою врождённую животную свирепость.

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Князь Зверей выглядит как огромный минотавр с черным мехом, железными рогами, красными глазами и окровавленным ртом. Его железная корона увенчана гниющими головами врагов, а тёмный доспех покрыт шипами и пластинами в виде черепов. Он носит огромную глефу Рассекатель Сердец, но часто дерётся в схватке одними лишь рогами и копытами.

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Граз'зт

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Демонический владыка Граз'зт выглядит как зловещий, но привлекательный мужчина примерно девяти футов ростом. Но те, кто считают Тёмного Князя самым человечным из демонических владык, сильно недооценивают черноту в его сердце.

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Граз'зт потрясающе красив, его демоническая природа проявляется в черной коже, острых ушах, жёлтых клыках, короне из рогов и шестипалых руках. Ему нравятся роскошь, шик и удовлетворение декадентских желаний с подчиненными и консортами, среди которых есть как инкубы, так и суккубы.

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Демогоргон

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Демогоргон, Шипяций Зверь и самопровозглашённый Князь Демонов, хочет одного уничтожить порядок мультивселенной. Будучи безумным сочетанием всевозможных частей тела и побуждений, Князь Демонов внушает страх и ненависть другим демонам и их владыкам. 

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Демогоргон в три раза выше человека, тело у него извивающееся, словно у змеи, и мощное, как у гигантской обезьяны. Вместо рук у него щупальца с присосками. Нижняя часть тела, как у ящерицы, заканчивается перепончатыми лапами с когтями, а кончики раздвоенного хвоста увенчаны лезвиями. У Князя Демонов две злобные головы павиана, и обе они безумны. Только конфликт двух его половинок не дает этому демоническому владыке воплотить все свои амбиции.

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Джуиблекс

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Джумблекс, демонический владыка слизей и жиж, это смесь ядовитых жидкостей, скрывающаяся в глубинах Бездны. Безликого Князя не заботят культисты и смертные слуги. Всё, чего он хочет, это превратить всех существ в свои бесформенные копии.

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В спокойном состоянии Джумблекс растекается ядовитой массой, которая пузырится и наполняет воздух резкой вонью. В редких случаях, когда на него нападают другие существа, Джуиблекс вытягивается в вертикальный дрожащий конус слизи с перемежающимися чёрными и зелёными прожилками. Красные глаза свободно плавают в его студенистом теле, из которого вытягиваются влажные ложноножки, жадно хватающие всех, до кого смогут дотянуться.

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Йеногу

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Известный как Повелитель Гноллов и Зверь Резни, демонический владыка Йеногу жаждет кровопролития и бессмысленного разрушения. Гноллы — его орудия в царстве смертных, и он подстрекает их к совершению ещё больших злодеяний во славу его. Наслаждающийся скорбью и отчаянием Повелитель Гноллов хочет превратить мир в пустошь, в которой последние выжившие гноллы будут рвать друг друга за право питаться трупами.

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Йеногу выглядит как огромный, покрытый шрамами гнолл с гребнем из чёрных шипов и глазами, пылающими изумрудным пламенем. Его доспех — сшитые между собой щиты и нагрудники павших врагов, украшенные кожей, содранной с них же. Йеногу может призвать смертоносный тройной цеп, который называется Мясником и может и самостоятельно атаковать, пока демонический владыка рвёт врагов на клочки зубами и когтями.

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Лолт

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Демоническая королева Пауков — это злая матрона дроу. Все её мысли проникнуты злобой, а глубина её порочности может удивить даже самых верных жриц. Она направляет свою паству и плетёт интриги в мирах Материального плана, выжидая момент, когда верные дроу передадут ей власть над этими мирами.

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Лолт выглядит как гибкая и высокомерная дроу-матриарх, когда проявляется перед своими последователями в мире смертных (что она делает с завидным постоянством). Если нужно участвовать в сражении или напомнить последователям, что её нужно бояться, нижняя часть тела Лолт превращается в огромного демонического паука, жвалы и усыпанные шипами ноги которого рвут врагов в клочья.

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Оркус

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Оркусу, известному как Демонический Владыка Нежити и Кровавый Лорд, поклоняются нежить и живые существа, черпающие в нежити силу. Оркус — мрачный нигилист, его мечта — превратить мультивселенную в обитель тьмы и смерти, которая никогда не меняется, кроме как по его воле.

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Демонический Владыка Нежити — мерзкое и жирное существо с гуманоидным торсом, мощными козлиными ногами и иссохшей головой барана. Его покрытое язвами тело смердит от болезней, а разложившаяся голова и светящиеся красным глаза выглядят так, будто он уже мёртв. Большие чёрные крылья летучей мыши растут на его спине и распространяют зловоние, когда он двигается.

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Оркус владеет зловещим артефактом, известным как жезл Оркуса. Он похож на булаву из обсидиана, увенчанную черепом гуманоида. Оркус окружает себя нежитью, а живых существ, неподконтрольных ему, он не выносит.

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Прочие демонические владыки

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Никто не знает точное число демонических владык в Бездне. Из-за того, что слоёв в ней бесконечное количество, мощные демоны часто становятся демоническими владыками, но так же быстро и исчезают. Среди владык, существующих достаточно давно, чтобы демонологи могли узнать их имена, можно назвать Фраз-Урб’лу, Князя Обмана; Кощище, Князя Гнева; Пазузу, Князя Нижних Воздушных Царств; и Зуггтмой, Леди Грибов.

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Типы демонов

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Демонологи обобщают хаотичное множество демонов в широкие категории силы, известные как «типы». Большую часть демонов можно причислить к одному из шести типов, где самые слабые — это тип 1, а самые сильные — тип 6. Демоны, не вошедшие в эти шесть типов, это малые демоны и демонические владыки.

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Типы демонов
типпримеры
1барлгура, врак, теневой демон
2хезроу, чазм
3глабрезу, йоклол
4нальфешни
5марилит 
6балор, гористро
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Истинные имена демонов

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У демонов есть обобщающие названия, но у каждого демонического владыки и каждого демона от типа 1 до типа 6 есть истинное имя, которое он держит в тайне. Демон может выдать своё истинное имя, если будет обворожен. К тому же говорят, что есть древние свитки и тома, перечисляющие истинные имена самых сильных демонов.

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Смертный, узнавший истинное имя демона, может использовать мощную магию призыва, чтобы вызвать этого демона из Бездны и получить над ним некоторую власть. Однако большинство демонов, призванных таким образом на Материальный план, сделают всё, что в их силах, чтобы все равно учинять разруху, сеять раздор и распри.

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Вариант: призыв демонов
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У некоторых демонов может быть вариант действия, позволяющий призывать других демонов.

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Призыв демона (1 в день). Демон выбирает, кого призвать с помощью магии, и пытается совершить призыв:

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  • У балора есть [[/r 1d100]] 50-процентный шанс призвать [[/r 1d8]] враков, [[/r 1d6]] хезроу, [[/r 1d4]] глабрезу,[[/r 1d3]] нальфешни, [[/r 1d2]] марилит или одного гористро.
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  • У барлгуры есть [[/r 1d100]] 30-процентный шанс призвать одного барлгуру. 
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  • У врака есть [[/r 1d100]] 30-процентный шанс призвать [[/r 2d4]] дретча или одного врака.
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  • У глабрезу есть [[/r 1d100]] 30-процентный шанс призвать [[/r 1d3]] врака, [[/r 1d2]] хезроу или одного глабрезу.
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  • У йоклол есть [[/r 1d100]] 50-процентный шанс призвать одну йоклол. 
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  • У марилит есть [[/r 1d100]] 50-процентный шанс призвать [[/r 1d6]] враков, [[/r 1d4]] хезроу, [[/r 1d3]] глабрезу, [[/r 1d2]] нальфешни или одну марилит. 
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  • У нальфешни есть  [[/r 1d100]] 50-процентный шанс призвать [[/r 1d4]] врака, [[/r 1d3]] хезроу, [[/r 1d2]] глабрезу или одного нальфешни.
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  • У хезроу есть [[/r 1d100]] 30-процентный шанс призвать [[/r 1d6]] дретчей или одного хезроу.
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  • У чазма есть [[/r 1d100]] 30-процентный шанс призвать одного чазма.
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Призванный демон появляется в свободном пространстве в пределах 60 футов от призвавшего, действует как его союзник и не может призывать других демонов. Он остаётся на 1 минуту, либо пока он или призвавший не умрут, либо пока призвавший не отпустит его в качестве действия.

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\n
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Квазит

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Нижние планы кишат квазитами. Они физически слабы и тайком планируют проказы и дурные поступки. Более сильные демоны используют квазитов как шпионов и посланников, когда не питаются ими и не разрывают на части от скуки.

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Квазит может принимать форму животного, но в своём истинном виде похож на 2-футового зелёного гуманоида с колючим хвостом и рожками. У квазита когти на руках и ногах, выделяющие едкий яд. Квазиты предпочитают нападать из невидимости.

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Вариант: квазит-фамильяр

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Смертные заклинатели, желающие заполучить фамильяра с другого плана, могут с лёгкостью призвать квазита, который станет им подобострастным слугой. Он хорошо выполняет поручения, но подталкивает своего хозяина ко всё более и более хаотичным злым поступкам. У таких квазитов есть следующая особенность:

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Фамильяр. Квазит может служить другому существу фамильяром, формируя телепатическую связь с согласным на это хозяином. Пока они связаны, Хозяин может воспринимать то, что воспринимает квазит, пока они находятся в пределах 1 мили друг от друга. Пока квазит находится в пределах 10 футов от хозяина, хозяин получает особенность квазита Устойчивость к магии. Квазит может в любой момент и по любой причине прекратить служить фамильяром и оборвать Телепатическую связь.

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Демоны

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Демоны, которые рождаются на Бесконечных слоях Бедны, это воплощение хаоса и зла, орудия разрушения, которые рвутся на волю из чудовищных тел. У них нет и сострадания, ни жалости, ни эмпатии, они существуют только для уничтожения.

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Порождения хаоса. Бездна создает демонов как продолжение себя, спонтанно формируя бестий из отбросов и кровопролития. Встречаются и уникальные чудовища, и однотипные, практически неотличимые друг от друга. Есть демоны (такие как мойны), которые появляются из душ смертных, отвергнутых или проклятых богами либо застрявших в Бездне по другой причине.

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Хаотичное возвышение. Демоны уважают силу и только силу. Высший демон командует верещащими ордами низших демонов, потому что может уничтожить любого, кто ослушается его. Статус демона растет с каждой пролитой им каплей крови; чем больше прагов он поверг, тем сильнее становится.

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Демон может зародиться как мэйн, позже стать дретчем, а потом, после многочисленных сражений и долгой жизни в Бездне, трансформироваться во врака. Однако такие эволюции происходят редко, так как большую часть демонов уничтожают до того, как они накопят значительную власть. Величайшие из тех, что выжили, становятся демоническими владыками, способными разодрать Бездну на клочья бесконечными междоусобицами.

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Потратив большое количество магической энергии, демонический владыка может превратить низшего демона в более сильную форму, но такое продвижение никогда не бывает наградой за заслуги. Демонический владыка превратит мэйна в квазита, если ему нужен невидимый шпион, или армию дретчей в хезроу, если идёт войной на врага. Владыки редко создают таким образом высших демонов, боясь случайно заполучить себе соперников.

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Вторжения Бездны. Бродя по Бездне, демоны ищут порталы на другие планы. Они отчаянно стремятся сбежать из своего мира, чтобы разносить порчу на всю мультивселенную, портить труды богов, разрушать цивилизации и нести с собой отчаяние и разруху.

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Самые мрачные легенды мира смертных рассказывают о разрушениях, вызванных прорвавшимися демонами. Поэтому даже враждующие страны отложат свои конфликты в сторону, чтобы сдержать прорыв демонов или запечатать разломы в Бездну до того, как бестии хлынут из них рекой.

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Признаки разложения. Демоны несут с собой разложение Бездны, и одно лишь их присутствие меняет мир вокруг к худшему. Там, где есть разломы в Бездну и появляются демоны, растения вянут и умирают. Животные избегают мест, в которых демоны совершали убийства. Место демонического заражения может окутаться никогда не проходящей вонью, может стать очень холодным или очень жарким, а может навсегда заполниться мрачными тенями.

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Вечное зло. Вне Бездны смерть для демонов досадное недоразумение, которого никто из них не боится. Обычное оружие не может остановить этих бестий, и многие демоны устойчивы к энергии даже самых мощных заклинаний. Если удачливый герой сразит демона в бою, бестия растворится в лужу мерзкого ихора. После этого демон мгновенно воссоздаётся в Бездне, в гневе, но с нетронутыми разумом и сущностью. Единственный способ действительно уничтожить демона найти его в Бездне и убить там. 

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Защищённая сущность. Могущественный демон может принять меры по сохранению своей жизни, создавая с помощью тайных знаний и металлов Бездны амулет,в котором хранится часть его сущности. Если его тело когда-нибудь будет уничтожено в Бездне, амулет позволит бестии сформироваться заново в выбранном им пространстве и времени.

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Поиски такого амулета демона опасное предприятие, и даже первые шаги могут привлечь внимание создавшего его демона. Существо, обладающее амулетом, может требовать услуги от демона, сущность которого хранится в этом амулете, и причинять сильную боль, если бестия сопротивляется. Если амулет уничтожить, создавший его демон будет заключён в Бездне год и один день.

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Демонические культы. Несмотря на все риски, связанные со сделками с бестиями, в мире смертных много существ, жаждущих получить хотя бы частичку власти демонов. Демонические владыки тешат своё самолюбие, подталкивая таких смертных слуг на совершение бесчинств в обмен на магию и другие подачки. Демоны считают служащих им смертных инструментами и используют, как им заблагорассудится, обрекая души этих смертных на заточение в Бездне.

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Призыв демонов. Мало какое действие сравнится по рискованности с вызовом демона. маги, спокойно заключающие сделки с дьяволами, опасаются бестий из Бездны. Демоны сеют хаос на Материальном плане, но нисколько не рады, когда их вытаскивают туда силой, и яростно требуют, чтобы их отпустили,

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Тот, кто идёт на риск и призывает демона, может попробовать добыть у него сведения, принудить к служению или отправить на задание, которое может выполнить только создание абсолютного зла. При этом важна подготовка: опытный призыватель знает особые заклинания и магические предметы, способные подчинить демона вале другого создания. Если совершить хотя бы одну ошибку, вырвавшийся демон не пощадит никого и призвавший станет первой жертвой его гнева.

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Заточённые демоны. «Книга гнусной тьмы», «Черные свитки Ама» и «Демономикон Исвильв» вот основные источники сведений о демонах. Эти древние тома описывают, как заточить сущность демона на Материальном плане, поместив его в оружие, идола или ювелирное украшение и не дав тем самым демону вернуться в Бездну.

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Предмет, к которому будет привязан демон, должен быть специальным образом подготовлен нечестивыми чарами и кровью невинных. Он излучает ощутимое зло, остужая воздух вокруг себя и наполняя его зловонием. Существо, использующее такой предмет, переживает беспокойные видения и вспышки гнева, но может контролировать демона, сущность которого заключена в предмете. Уничтожение предмета освобождает демона, который тут же отправляется мстить.

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Вселение демона. Какими бы сильными ни были оковы, мощный демон всегда найдет способ, как сбежать из предмета, удерживающего его. Когда сущность демона покидает предмет, она может вселиться в смертного носителя. Иногда бестии скрывают это и ничем не выдают, что вселились в чужое тело, а иногда проявляют со свою демоническую сущность в новом облике.

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Пока в тело создания вселен демон, существует риск, то при изгнании демона или смерти тела душа этого создания будет унесена в Бездну. Если демон вселяется существо, а предмет, к которому демон привязан, будет уничтожен, то вселение длится до тех пор, пока мощная магия не изгонит демоническую сущность

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Демонические владыки

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Хаотичная сила Бездны награждает особо жестоких и изобретательных демонов темным благословением, превращая их в уникальных бестий, которые могут посоперничать силами с богами. Эти демонические владыки правят за счёт хитрости и грубой силы, надеясь кorда-нибудь захватить полный контроль над Бездной.

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Награда для чужаков. Чаще всего демонические владыки это выходцы из бесчисленных толп демонов, рыщущих по Бездне. Но этот план бытия награждает и чужаков, способных покорить один из её слоёв. Эльфийская богиня Лолт стала демонической владычицей после того, как Кореллон Ларетиан сослал её в Бездну за предательство эльфийского народа. Мудрецы утверждают, что Темный Князь Граз'зт пришёл с другого плана бытия и отобрал свой титул удругого давно забытого владыки.

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Власть и контроль. Главный признак величия демонического владыки — его способность изменять форму своих владений в Бездне, Слой Бездны под управлением владыки становится искажённым отражением его злобной личности. Демонические владыки редко покидают свои владения, опасаясь, что в их отсутствие другое существо захватит и исказит их.

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Как и у прочих демонов, сущность владыки, умирающего на другом плане, возвращается в Бездну, где у него формируется новое тело. Демонический владыка, умерший в Бездне, уничтожается навсегда. Большинство демонических владык хранит часть своей сущности в безопасном месте, чтобы защититься от этого.

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Бафомет

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Демонический владыка Бафомет, также известный как Рогатый Король и Князь Зверей, правит Минотаврами и другими дикими существами. Будь на то его воля, цивилизация распалась бы и все народы вернули бы свою врождённую животную свирепость.

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Князь Зверей выглядит как огромный минотавр с черным мехом, железными рогами, красными глазами и окровавленным ртом. Его железная корона увенчана гниющими головами врагов, а тёмный доспех покрыт шипами и пластинами в виде черепов. Он носит огромную глефу Рассекатель Сердец, но часто дерётся в схватке одними лишь рогами и копытами.

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Граз'зт

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Демонический владыка Граз'зт выглядит как зловещий, но привлекательный мужчина примерно девяти футов ростом. Но те, кто считают Тёмного Князя самым человечным из демонических владык, сильно недооценивают черноту в его сердце.

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Граз'зт потрясающе красив, его демоническая природа проявляется в черной коже, острых ушах, жёлтых клыках, короне из рогов и шестипалых руках. Ему нравятся роскошь, шик и удовлетворение декадентских желаний с подчиненными и консортами, среди которых есть как инкубы, так и суккубы.

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Демогоргон

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Демогоргон, Шипяций Зверь и самопровозглашённый Князь Демонов, хочет одного уничтожить порядок мультивселенной. Будучи безумным сочетанием всевозможных частей тела и побуждений, Князь Демонов внушает страх и ненависть другим демонам и их владыкам. 

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Демогоргон в три раза выше человека, тело у него извивающееся, словно у змеи, и мощное, как у гигантской обезьяны. Вместо рук у него щупальца с присосками. Нижняя часть тела, как у ящерицы, заканчивается перепончатыми лапами с когтями, а кончики раздвоенного хвоста увенчаны лезвиями. У Князя Демонов две злобные головы павиана, и обе они безумны. Только конфликт двух его половинок не дает этому демоническому владыке воплотить все свои амбиции.

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Джуиблекс

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Джумблекс, демонический владыка слизей и жиж, это смесь ядовитых жидкостей, скрывающаяся в глубинах Бездны. Безликого Князя не заботят культисты и смертные слуги. Всё, чего он хочет, это превратить всех существ в свои бесформенные копии.

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В спокойном состоянии Джумблекс растекается ядовитой массой, которая пузырится и наполняет воздух резкой вонью. В редких случаях, когда на него нападают другие существа, Джуиблекс вытягивается в вертикальный дрожащий конус слизи с перемежающимися чёрными и зелёными прожилками. Красные глаза свободно плавают в его студенистом теле, из которого вытягиваются влажные ложноножки, жадно хватающие всех, до кого смогут дотянуться.

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Йеногу

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Известный как Повелитель Гноллов и Зверь Резни, демонический владыка Йеногу жаждет кровопролития и бессмысленного разрушения. Гноллы — его орудия в царстве смертных, и он подстрекает их к совершению ещё больших злодеяний во славу его. Наслаждающийся скорбью и отчаянием Повелитель Гноллов хочет превратить мир в пустошь, в которой последние выжившие гноллы будут рвать друг друга за право питаться трупами.

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Йеногу выглядит как огромный, покрытый шрамами гнолл с гребнем из чёрных шипов и глазами, пылающими изумрудным пламенем. Его доспех — сшитые между собой щиты и нагрудники павших врагов, украшенные кожей, содранной с них же. Йеногу может призвать смертоносный тройной цеп, который называется Мясником и может и самостоятельно атаковать, пока демонический владыка рвёт врагов на клочки зубами и когтями.

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Лолт

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Демоническая королева Пауков — это злая матрона дроу. Все её мысли проникнуты злобой, а глубина её порочности может удивить даже самых верных жриц. Она направляет свою паству и плетёт интриги в мирах Материального плана, выжидая момент, когда верные дроу передадут ей власть над этими мирами.

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Лолт выглядит как гибкая и высокомерная дроу-матриарх, когда проявляется перед своими последователями в мире смертных (что она делает с завидным постоянством). Если нужно участвовать в сражении или напомнить последователям, что её нужно бояться, нижняя часть тела Лолт превращается в огромного демонического паука, жвалы и усыпанные шипами ноги которого рвут врагов в клочья.

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Оркус

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Оркусу, известному как Демонический Владыка Нежити и Кровавый Лорд, поклоняются нежить и живые существа, черпающие в нежити силу. Оркус — мрачный нигилист, его мечта — превратить мультивселенную в обитель тьмы и смерти, которая никогда не меняется, кроме как по его воле.

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Демонический Владыка Нежити — мерзкое и жирное существо с гуманоидным торсом, мощными козлиными ногами и иссохшей головой барана. Его покрытое язвами тело смердит от болезней, а разложившаяся голова и светящиеся красным глаза выглядят так, будто он уже мёртв. Большие чёрные крылья летучей мыши растут на его спине и распространяют зловоние, когда он двигается.

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Оркус владеет зловещим артефактом, известным как жезл Оркуса. Он похож на булаву из обсидиана, увенчанную черепом гуманоида. Оркус окружает себя нежитью, а живых существ, неподконтрольных ему, он не выносит.

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Прочие демонические владыки

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Никто не знает точное число демонических владык в Бездне. Из-за того, что слоёв в ней бесконечное количество, мощные демоны часто становятся демоническими владыками, но так же быстро и исчезают. Среди владык, существующих достаточно давно, чтобы демонологи могли узнать их имена, можно назвать Фраз-Урб’лу, Князя Обмана; Кощище, Князя Гнева; Пазузу, Князя Нижних Воздушных Царств; и Зуггтмой, Леди Грибов.

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Типы демонов

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Демонологи обобщают хаотичное множество демонов в широкие категории силы, известные как «типы». Большую часть демонов можно причислить к одному из шести типов, где самые слабые — это тип 1, а самые сильные — тип 6. Демоны, не вошедшие в эти шесть типов, это малые демоны и демонические владыки.

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Типы демонов
типпримеры
1барлгура, врак, теневой демон
2хезроу, чазм
3глабрезу, йоклол
4нальфешни
5марилит 
6балор, гористро
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Истинные имена демонов

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У демонов есть обобщающие названия, но у каждого демонического владыки и каждого демона от типа 1 до типа 6 есть истинное имя, которое он держит в тайне. Демон может выдать своё истинное имя, если будет обворожен. К тому же говорят, что есть древние свитки и тома, перечисляющие истинные имена самых сильных демонов.

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Смертный, узнавший истинное имя демона, может использовать мощную магию призыва, чтобы вызвать этого демона из Бездны и получить над ним некоторую власть. Однако большинство демонов, призванных таким образом на Материальный план, сделают всё, что в их силах, чтобы все равно учинять разруху, сеять раздор и распри.

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Вариант: призыв демонов
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У некоторых демонов может быть вариант действия, позволяющий призывать других демонов.

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Призыв демона (1 в день). Демон выбирает, кого призвать с помощью магии, и пытается совершить призыв:

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    \n
  • У балора есть [[/r 1d100]] 50-процентный шанс призвать [[/r 1d8]] враков, [[/r 1d6]] хезроу, [[/r 1d4]] глабрезу,[[/r 1d3]] нальфешни, [[/r 1d2]] марилит или одного гористро.
  • \n
  • У барлгуры есть [[/r 1d100]] 30-процентный шанс призвать одного барлгуру. 
  • \n
  • У врака есть [[/r 1d100]] 30-процентный шанс призвать [[/r 2d4]] дретча или одного врака.
  • \n
  • У глабрезу есть [[/r 1d100]] 30-процентный шанс призвать [[/r 1d3]] врака, [[/r 1d2]] хезроу или одного глабрезу.
  • \n
  • У йоклол есть [[/r 1d100]] 50-процентный шанс призвать одну йоклол. 
  • \n
  • У марилит есть [[/r 1d100]] 50-процентный шанс призвать [[/r 1d6]] враков, [[/r 1d4]] хезроу, [[/r 1d3]] глабрезу, [[/r 1d2]] нальфешни или одну марилит. 
  • \n
  • У нальфешни есть  [[/r 1d100]] 50-процентный шанс призвать [[/r 1d4]] врака, [[/r 1d3]] хезроу, [[/r 1d2]] глабрезу или одного нальфешни.
  • \n
  • У хезроу есть [[/r 1d100]] 30-процентный шанс призвать [[/r 1d6]] дретчей или одного хезроу.
  • \n
  • У чазма есть [[/r 1d100]] 30-процентный шанс призвать одного чазма.
  • \n
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Призванный демон появляется в свободном пространстве в пределах 60 футов от призвавшего, действует как его союзник и не может призывать других демонов. Он остаётся на 1 минуту, либо пока он или призвавший не умрут, либо пока призвавший не отпустит его в качестве действия.

\n
 
\n
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\n
\n
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\n
Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 1 колющий урон.
\n
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\n
Ворон может подражать простым звукам, которые слышал ранее, таким как шёпот, плач ребёнка или голос другого животного. Услышав эти звуки, существо может понять, что это подражание, если успешно пройдёт проверку Мудрости (Проницательность) со СЛ 10. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"kaDfpydDzHGWud9Z","name":"Когти (укус в форме животного)","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 5 ([[/r 1d4 + 3]]) колющего урона, и цель должна пройти испытание Выносливости со СЛ 10, при провале она получит 5 ([[/r 2d4]]) урона ядом и @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлена} на 1 минуту. Цель может повторять это испытание в конце каждого своего хода, при успехе эффект для неё прекращается.
\n
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\n
Одно существо по выбору квазита в пределах 20 футов от него должно пройти испытание Мудрости со СЛ 10, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугано} на 1 минуту. Цель может повторять это испытание в конце каждого своего хода, с помехой, если квазит на линии видимости. При успехе эффект для неё прекращается. 
\n
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\n
Квазит магически становится @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимым}, пока не атакует, пока не использует Устрашение или пока не потеряет концентрацию (как если бы концентрировался на заклинании). Всё снаряжение, которое он носит или держит, становится невидимым вместе с ним.
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Квазит может использовать действие, чтобы принять форму животного, напоминающую летучую мышь (скорость 10 футов, полёт 40 футов), многоножку (скорость 40 футов, лазание 40 футов) или жабу (скорость 40 футов, плавание 40 футов), или вернуться в истинную форму. Его параметры не меняются в зависимости от формы, кроме указанных изменений скорости. Снаряжение, которое он носит или держит, не превращается. Квазит возвращается в истинную форму, если умирает. 

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У квазита преимущество к испытаниям против заклинаний и других магических эффектов. 
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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 9 ([[/r 2d4 + 4]])  дробящего урона.
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Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
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Попадание: 4 ([[/r 1d4 + 2]]) колющего урона.
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Маг заклинатель 9-го уровня. Его заклинательная характеристика — Интеллект (СЛ испытаний против заклинаний 14,  [[/r 1d20+6]] (+6)  к броску атаки заклинанием). У него подготовлены следующие заклинания волшебника:
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Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Na3J1vk7CVtdudtw","name":"Мелкие фокусы","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Rznuf8uwXcGnViPN","name":"Огненный снаряд","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"}},"system":{"description":{"value":"
\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

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Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Y9PaCqAbGHjoGDk8","name":"Свет","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
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Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xCaud9mSWTVeSXJO","name":"Волшебная стрела","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-magic-missile.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.1h3QcOL92BwKyc1p"}},"system":{"description":{"value":"
 
\n
\n
Вы создаёте три светящихся стрелы из магической силы. Каждая стрела поражает выбранное вами существо в пределах дистанции, которое вы видите. Каждая стрела наносит цели [[/r 1d4 + 1]] урона силой. Все три стрелы поражают цели одновременно, вы можете направить их как в одно существо, так и в несколько разных. 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, заклинание создаёт по дополнительной стреле за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RZ9JYalVDI9Ga6vi","name":"Магический доспех","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-mage-armor.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.93S1tDgEo5QcLBts"}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу, которое не носит броню, и его окружит защитное магическое поле, пока длится заклинание. Базовый КБ цели становится равным 13 + её модификатор Ловкости. Заклинание прекращает действовать, если цель надевает броню или если вы прекратите заклинание, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"клочок выделанной кожи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vN8zkag7aKT8UqgJ","name":"Обнаружение магии","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-detect-magic.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.H3WuyfNwKNvODPL6"}},"system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

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Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PBIDNbooOHjQ2YuC","name":"Щит","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":true,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":true,"name":"Shield","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.NbtiyeIQy6dIKQdh"}},"system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xXtG1mRs1PClgME5","name":"Внушение","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"}},"system":{"description":{"value":"
\n

Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к  @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

\n

Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

\n

Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

\n

Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"b2j1IuM80xgr4z5Z","name":"Туманный шаг","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"}},"system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Cvd3OjgOpV486aIa","name":"Контрзаклинание","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"}},"system":{"description":{"value":"
\n

Вы пытаетесь помешать другому существу сотворить заклинание. Если существо творит заклинание 3-го круга или ниже, оно не срабатывает. Если это заклинание 4-го круга или выше, пройдите проверку вашей заклинательной характеристики. Сл равна 10+ круг вражеского заклинания. При успехе заклинание существа не срабатывает.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, заклинание существа не срабатывает, если его круг не превышает круга использованной вами ячейки.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CMm2Sb803ruBbTzB","name":"Огненный шар","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"}},"system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pnIFaCH3efaZHt5H","name":"Полёт","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 3-го.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GjkcmxA1xKgJvGX9","name":"Высшая невидимость","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-greater-invisibility.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"greater%20invisibility_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.d75URPEiauhI4Hvm"}},"system":{"description":{"value":"
\n
Вы или существо, которого вы коснулись, становитесь @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимы }, пока длится заклинание. Всё снаряжение, которое цель носит или держит, также @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимо }, пока оно у цели.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"w3jDKWJGNHrjwg0x","name":"Ледяная буря","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nuUAJyYStyKHr13R","name":"Конус холода","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-cone-of-cold.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fRoi2YBSKOIzrtvP"}},"system":{"description":{"value":"
\n
Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
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Маги тратит жизнь на изучение и применение магии. Добрые маги служат советниками при аристократах и правителях, а злые живут в уединении и творят жуткие эксперименты.

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A Large or smaller creature hit by a net is @condition[restrained] until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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Патрульный совершает две рукопашные атаки.

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Патрульный добавляет 2 к КД против одной рукопашной атаки, которая должна попасть по нему. Для этого патрульный должен видеть атакующего и использовать рукопашное оружие.

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Пёс совершает две атаки укусом. 

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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 5 ([[/r 1d6 + 2]])  колющего урона. Если цель — существо, оно должно пройти испытание Выносливости со СЛ 12 против болезни, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлено}, пока не исцелится от болезни. Спустя каждые прошедшие 24 часа существо должно повторить это испытание, при провале его максимум ПЗ уменьшается на 5 ([[/r 1d10]]). Это уменьшение длится до тех пор, пока болезнь не будет исцелена. Существо умирает, если болезнь уменьшает его максимум ПЗ до 0. 
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Пёс смерти — это уродливая двуглавая гончая, обитающая на равнинах, в пустынях и в Подземье. Ненависть пылает в его сердце, а любовь к пожиранию плоти гуманоидов заставляет нападать на путников и исследователей. Слюна пса смерти переносит болезнь, из-за которой плоть жертвы медленно сгнивает.

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Кавалерийский офицер совершает две рукопашные атаки.

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Кавалерийский офицер добавляет 2 к КД против одной рукопашной атаки, которая должна попасть по нему. Для этого кавалерийский офицер должен видеть атакующего и использовать рукопашное оружие.

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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 8 ([[/r 2d4 + 3]])  дробящего урона.
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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 5 ([[/r 1d6 + 2]]) колющего урона. 
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Дистанционная атака оружием: [[/r 1d20+4]] (+4)  к броску, дистанция 30/120 футов, одна цель.
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Правители, аристократы, купцы, главы гильдий и прочие богачей используют шпионов, чтобы выжить в беспощадном мире политики. Шпион обучен тайно собирать сведения. Верный шпион скорее умрёт, чем выдаст секреты, компрометирующие его самого или его нанимателя.

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Предыстория приключения

В городе Хиллсфаре торговля первостепенна. Чтобы упрочить своё положение, торговцы избрали совет, куда вошли представители тридцати одной купеческой гильдии города. Некогда эта группа действовала как сенат и контролировала город. Однако их правление с позиции прибыли и собственного интереса продлилось недолго — до того, как Первый Лорд Торин Номерталь получил власть.

Из­-за недавнего возрождения старых законов, запрещающих не­людям присутствовать в городе Хиллсфаре, многие переселились в окрестности города. В связи с исчезновением военных угроз с запада и севера множество переселенцев из Хиллсфара и новоприбывшие из Флана пробуют свои силы в фермерстве. Так как ранее опасные земли стали безопасными, а городу требовалась еда, это казалось вполне естественным.

Однако некоторые Красные Перья, не довольствуясь солдатским жалованьем, ищут способ набить свои карманы. Следуя городским предрассудкам, они терроризируют жителей окрестностей, думавших, что за пределами города их не тронут. В частности, одна группа Красных Перьев, ведомая патрульным по имени Реджинальд, захватила группу провинциальных фермеров с намерением продать их работорговцам­дуэргарам.

Некоторые местные жители устали от угнетения со стороны Красных Перьев и купцов, которым они служат, и решили устроить засаду на их караваны, наняв для этого бандитов. Они услышали слухи об особенно интересном караване бронированных фургонов и взяли прицел на него.

Обзор приключения

Приключение состоит из трёх частей.

@UUID[.2maL0kyyUMJzQkJ9]{Ч1. Решение}. Персонажи сталкиваются с патрулём Красных Перьев, который попал в засаду бандитов. В зависимости от того, кому персонажи помогут (или никому), они могут выбрать, кому будут содействовать в дальнейшем: бандитам или Красным Перьям.

@UUID[.HHCUReZvEbDwzCHc]{Ч2.Погоня}. Персонажи действуют как стражи каравана или сопровождают группу бандитов, защищая или атакуя караван, транспортирующий в качестве груза пленных местных жителей к месту встречи дальше по дороге.

@UUID[.g378PTE38DZaLzMz]{Ч3.Придорожный храм}. Независимо от выбора персонажей Красные Перья открывают истинную сущность груза, и персонажи становятся вынуждены сразиться с новоприобритенными деловыми партнерами.

","markdown":""},"_id":"AoHhBIpx7MGyKyzf","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{"plutonium":{"iframe_url":""}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Часть 1. Решение","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Приключение начинается во время путешествия приключенцев в городок Остановка, что к северу от Хиллсфара.

За три дня вы прошли полпути из Эльфодрева в Остановку и проезжаете Хиллсфар. Хотя вы не видите вход в город, не-люди в вашей группе все же волнуются о том что вы проезжаете слишком близко. Даже люди посмеиваются над тем, что путешествуют в такой сомнительной компании. К счастью, Хиллсфар исчезает за вашей спиной.

Вдруг вы слышите грохот копыт приближающихся сзади лошадей. Группа роскошно одетых всадников ураганом мчится мимо вас, не удостоив вас даже взглядом и не прилагая никаких усилий чтобы вас объехать. Их блестящие чёрные скакуны в сверкающей броне явно снаряжены для битвы. Багровые накидки Хиллсфара и ярко красные перья на шлемах заставляют вас обратить внимание на их прекрасные доспехи. Всадники исчезают так же быстро, как и появляются.

Используйте этот момент, чтоб ввести игроков в курс дела:

 

Красные Перья

Красные Перья — наёмная армия первоначального правителя Хиллсфара, Первого Лорда Маалтира — были вытеснены из города после его бегства и последовавшей смерти.

После поражения нетерильцев у врат Хиллсфара выжившие гвардейцы цитадели — прежняя военная сила города — стали именовать себя Красными Перьями. Они были уполномочены Первым Лордом Торином Номерталем принуждать выполнять Великие Законы Человечества и Торговли как внутри города, так и вокруг него.

Население считает их не более чем рэкетирами на службе у правительства. Хиллсфар — довольно богатый город (во многом благодаря развитой торговле), и, поскольку Красные Перья многочисленны и хорошо вооружены, большинство нарушителей спокойствия знают, что с ними лучше не связываться.

Засада у Кривого Ручья

Поднимаясь на небольшой холм, вы слышите звон металла, проносящийся эхом по лесу. Заехав на холм, вы видите за небольшим ручьём группу Красных Перьев, вовлечённых в бой с несколькими напавшими на них не-людьми, очевидно, устроившими на них засаду. Один неудачливый солдат висит в петле, пойманный за шею привязанным к ветке лассо. Его лицо уже синее, он быстро дёргает ногами в ужасных конвульсиях.

Лошади в попонах Красных Перьев бегают неподалёку. Несколько безжизненных тел валяются на земле.

Общие черты

Это столкновение происходит примерно в 10 милях от городка Остановка.

Местность. Сельская местность, в основном холмистая. Часто встречаются лесные области, в одной из которых происходит столкновение. Поблизости нет ни домов ни ферм. Приключенцы находятся на расстоянии 60 футов от боя.

Свет. Сейчас полдень, и местность освещена солнечным светом.

Ручей. Ручей очень мелкий, около 6 дюймов в глубину и 10 футов в ширину. Из­за илистого дна и движущейся воды эта местность труднопроходима.

Лошади. По @UUID[Compendium.shared-compendia.sc-creatures.3iotQJ9yBZ0SlTpF]{Скаковой лошади / Riding Horse} с седлом и уздечкой на каждого персонажа в отряде. Они уклоняются от боя, но не убегают далеко.

Ветви деревьев. Ветка, с которой свисает солдат, находится в 20 футах над землёй. На такой же высоте растут другие ветки, и среди них прячутся бандиты. Солдат висит на высоте 15 футов и умирает в конце второго раунда, если не перерезать верёвку (КД 10, 5 хитов, иммунитет к яду и психическому урону).

Четверо @UUID[Compendium.shared-compendia.sc-creatures.Po5jMbCFqf8UGZoU]{Патрульный Красных Перьев} и двое @UUID[Compendium.shared-compendia.sc-creatures.jP48gyi7mezyWdrG]{Кавалерийских офицеров Красных Перьев} попали в засаду восьми @UUID[Compendium.shared-compendia.sc-creatures.EoyRWwY2L1tGDtBi]{Головорезов / Thug}. Головорезов наняли местные фермеры, доведённые до отчаяния репрессиями и решившие взять дело в свои руки. Солдаты направились к Остановке, когда фермеры узнали об этом и решили устроить на них засаду.

Обе стороны — и бандиты, и солдаты — кричат приключенцам, чтобы те им помогли. Представьте сцену беспристрастно, насколько это возможно, и позвольте приключенцам выбрать курс действий.

Красные Перья и бандиты в количестве, равном числу персонажей, уже побеждены. Их лошади доступны для персонажей в случае, если у тех нет скакунов.

Изменение сложности столкновения

Ниже приведены рекомендации по корректировке этого боевого столкновения. Они не складываются.

1.1 Победа Красных Перьев

Если приключенцы помогают Красным Перьям, бандиты сражаются, но убегают, когда у трёх или больше из них хиты падают до 0. Красные Перья не бросаются в погоню, поскольку у них есть незавершённое задание. Они признательны приключенцам и позволяют взять свободных лошадей, а сами готовятся ехать дальше.

Их командир, сержант Реджинальд (один из кавалерийских офицеров Красных Перьев), говорит, что благодарен за спасение и предлагает приключенцам задание, обещая награду за его выполнение. Он может рассказать следующее:

Если персонажи согласятся помочь ему в сопровождении караван в безопасности до Храма, они дополнительно получат награду в 50 зм по прибытии.

Отыгрыш сержанта Реджинальда

Сержант Реджинальд очарователен и учтив. На первый взгляд он — полная противоположность общему мнению о Красных Перьях.

Реджинальд — настоящий профессионал своего дела. Он вежлив и любезен с приключенцами, но его манеры скрывают его истинную сущность. Он жаден и амбициозен и использует своё положение, чтобы воздействовать на других для собственной выгоды.

Цитата: «Здравствуйте. Чем я могу вам помочь?»

Сокровища

Наиболее ценные сокровища здесь — это скакуны. Число доступных ездовых лошадей равно числу персонажей. Среди имущества бандитов персонажи находят @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{зелье лечения} и @UUID[Compendium.shared-compendia.sc-items.dYiP7HarqKFh504P]{зелье героизма}. Кроме того, Реджинальд даёт персонажам мешочек с 50 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{золотыми монетами} хиллсфарской чеканки.

Задание фракции: Жентарим

Сержант Реджинальд не знает о судьбе похищенных агентов Жентарима, однако у него появляются смутные подозрения, что Черная Сеть заинтересовалась событиями, происходящими в этой области.

Развитие событий

Переходите к @UUID[.HHCUReZvEbDwzCHc#2.1-ohrana-karavana]{2.1 Охрана каравана}

1.2 Помощь бандитам

Если приключенцы решают помочь бандитам, то солдаты сражаются, но бегут в лес, когда хиты двух или больше из них опускаются до нуля. Несколько бандитов преследуют бегущих, не давая им остановиться, а остальные остаются на месте и переводят дух. Выживших они не оставляют.

Как только последний солдат падает, вы видите как остальные бандиты появляются из укрытия в лесу. Они быстро работают, оттаскивая трупы солдат с дороги, ловя лошадей и собирая всё снаряжение и ценности. Один из них, дварф, наклоняется над одним из солдат, срезает с его пояса кошелёк и бросает вам. «Вот могу предложить немного за проблему... и её благоразумное решение. Признаться, выглядит это всё погано, но на то у нас серьезные причины. Мы могли бы использовать парней вроде вас. Там, дальше на дороге караван Красных Перьев и наша цель остановить его. Вы с нами?»

Это Карл, местный дварф-­фермер. Если приключенцы попытаются получить объяснения или ответы на вопросы, он предлагает обсудить это на лесной тропе, по пути к дороге. «Нет времени. Караван идёт, каждый миг дорог. Мы заплатим вам, если вы пойдёте с нами».

После этого Карл ведёт их тайными тропами назад к дороге. Когда персонажи и бандиты прорываются через леса, он, тяжело дыша, рассказывает следующее:

Отыгрыш Тупого Карла

Некрасивый мужчина — холмовой дварф, поставляющий много зерна на продажу в Хиллсфар. Его имя - это на самом деле ироничная кличка, данная ему местными жителями. Несмотря на простоватую речь, он на самом деле довольно сообразителен, что становится очевидным очень быстро. Он сыплет малоизвестными фактами на любую тему, которая кажется ему привлекательной.

Цитата: «Забавно, что вы упомянули об этом. Давайте я расскажу вам кое-что ещё».

Сокровища

Наиболее ценные сокровища здесь — это скакуны. Число доступных ездовых лошадей равно числу персонажей. Среди имущества Красных Перьев персонажи находят @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{Зелье лечения} и @UUID[Compendium.shared-compendia.sc-items.dYiP7HarqKFh504P]{Зелье героизма}.

Кроме того, Карл даёт персонажам мешочек, содержащий деньги убитых Красных Перьевв, общей суммой 50 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{зм}.

Задание фракции: Жентарим

Тупой Карл не знает о судьбе похищенных агентов Жентарима, однако у него появляются смутные подозрения, что Черная Сеть заинтересовалась событиями, происходящими в этой области.

Развитие событий

Переходите к @UUID[.HHCUReZvEbDwzCHc#2.2-napadenie-na-karavan]{2.2 Нападение на караван}

1.3 Ничего не делать

Если приключенцы просто смотрят на бой, не раскрывая своего присутствия и не предпринимая действий, кратко опишите сражение и бросьте кость. В одном случае побеждают Красные Перья победили, в другом бандиты одолевают солдат. Прочтите:

Как только последний боец падает, победители быстро обирают трупы побеждённых, сгребая оружие и ценные вещи. Раненые среди победителей лежат на земле и стонут, тяжело дыша.

Продолжите со столкновения А или B в зависимости от того, кто победил в бою. Опишите столкновение как обычно.

Если персонажи отказались помочь победителям, продолжите диалог с соответствующим описанием:

Не помогли бандитам

Если бандиты победили, а персонажи отказались им помочь, они упрекают персонажей в трусости. Прочтите:

Спустя несколько мгновений после того, как бандиты уходят, из ветвей выбирается офицер Красных Перьев. Видя бойню вокруг вас, он уныло вздыхает.

«Это было ужасно», — говорит он, шаря по карманам убитых бандитов. — «Хотя мне грустно, что вы позволили этим бандитам убить моих братьев по оружию, хорошо, что вы решили по крайней мере не помогать им убивать. Во имя Первого Лорда я награжу каждого из вас, если вы решите помочь мне».

Это сержант Реджинальд. Он открывает информацию в @UUID[.2maL0kyyUMJzQkJ9#1.1-pobeda-krasnyh-perьev]{Столкновении А} выше. В обмен на помощь персонажей он предлагает им только половину награды, экономя городскую казну.

Переходите к @UUID[.HHCUReZvEbDwzCHc#2.1-ohrana-karavana]{2.1 Охрана каравана}.

Сокровища

Наиболее ценные сокровища здесь — это скакуны. Число доступных ездовых лошадей равно числу персонажей. Среди имущества бандитов персонажи находят @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{Зелье лечения} и @UUID[Compendium.shared-compendia.sc-items.dYiP7HarqKFh504P]{Зелье героизма}. Кроме того, сержант Реджинальд даёт персонажам половину собранных трофеев с убитых бандитов, общей суммой 25 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{зм}.

Задание фракции: Жентарим

Сержант Реджинальд не знает о судьбе похищенных агентов Жентарима, однако у него появляются смутные подозрения, что Черная Сеть заинтересовалась событиями, происходящими в этой области.

Не помогли Красным Перьям

Если Красные Перья победили, а персонажи отказались им помочь, солдаты упрекают персонажей в трусости. Прочтите:

Несколько мгновений спустя после того как последний из Красных Перьев уходит, дварф выходит из ветвей. Видя окружающуюся бойню он хмурится.

«Что здесь, во имя всех Девяти Адов, стряслось?!» — говорит он, обшаривая карманы убитых Красных Перьев. — «Хоть и тяжко мне, что вы допустили, чтоб моих товарищей порубали, но ведь и чёртовым Красным Перьям не стали помогать. Как насчёт того, чтоб их окоротить, а заодно и монетами разжиться?»

Карл открывает информацию в @UUID[.2maL0kyyUMJzQkJ9#1.2-pomoshь-banditam]{Столкновении Б}. В обмен на помощь персонажей он предлагает им только половину награды, прикарманивая остальное.

Переходите к @UUID[.HHCUReZvEbDwzCHc#2.2-napadenie-na-karavan]{2.2 Нападение на караван}.

Сокровища

Наиболее ценные сокровища здесь — это скакуны. Число доступных ездовых лошадей равно числу персонажей. Среди имущества бандитов персонажи находят @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{зелье лечения} и @UUID[Compendium.shared-compendia.sc-items.dYiP7HarqKFh504P]{зелье героизма}. Кроме того, Тупой Карл дает персонажам половину собранных трофеев с убитых бандитов, общей суммой 25 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{зм}.

Задание фракции: Жентарим

Тупой Карл не знает о судьбе похищенных агентов Жентарима, однако у него появляются смутные подозрения, что Черная Сеть заинтересовалась событиями, происходящими в этой области.

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Несмотря на позицию Хиллсфара в отношении не­людей, рабство в нём публично не одобряется. Если персонажи не только спасли пленников, но и захватили документы, детально описывающие их продажу, весть о поведении Красных Перьев разносится как лесной пожар. За ним следует недовольство, и вскоре даже люди в окрестностях города укрепляются во мнении, что Великий Закон Человечества зашёл слишком далеко.

","markdown":""},"_id":"HK0mTNDl67vizGa7","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":1000000,"ownership":{"default":-1},"flags":{"core":{"sourceId":"JournalEntry.A3inO490QOOO7pC3.JournalEntryPage.BM3mxEqPYyrp4TOK"}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Часть 2. Погоня","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Это столкновение происходит на торговом пути к северо-­западу от Остановки. Каким образом происходит погоня, зависит от того, какую сторону приняли приключенцы в Части 1.

Общие черты

Местность. Сельская местность, в основном холмистая. Часто встречаются лесные области.

Дистанция. Погоня начинается, когда преследователи выходят на дорогу в 15 футах позади последнего фургона.

Свет. Ночь. Очень яркая полная луна. Тусклый свет.

Дорога. Дорога пыльная, но широкая и ровная, с редкими поворотами. Она имеет приблизительно 20 футов в ширину (достаточно, чтобы с каждой стороны фургона оставалось по 5 футов).

Укрытие. Водители фургонов и пассажиры в них получают бонус от половинного укрытия (+2 КД) от атак, сделанных сбоку или сзади. Стальные юбки, окружающие упряжь, обеспечивают лошадям половинное укрытие.

Фургоны. Караван состоит из трёх укреплённых фургонов. Каждый фургон имеет 10 футов в длину и запряжён 4 огромными упряжными лошадьми, обвешанными бронёй. Хотя лошади являются Большими существами, они способны бежать (но не сражаться) в одном 10 футовом пространстве. Если лошади вступают в битву, их атаки и спасброски Ловкости совершаются с помехой.

Содержимое фургонов. Гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{Маг / Mage} внутри фургона 1 (впереди каравана) сидит в одиночестве со своим фамильяром. Фургон может провезти 3 дополнительных пассажиров, если это необходимо. Фургоны 2 и 3 перевозят ящики прессованного инжира, которыми заставлены потайные отсеки фургонов, с четырьмя связанными пленниками в каждом. Рты пленников заткнуты кляпами. Каждый фургон вмещает одного водителя и одного пассажира впереди и одного или двух пассажиров в грузовом отсеке. Каждый фургон тянут 4 @UUID[Compendium.shared-compendia.sc-creatures.YLy2XFlRJ9J48CJA]{Лошадь-тяжеловоз / Draft Horse}, обвешанных бронёй. Вся оснастка имеет 30 футов в длину, включая лошадей.

До столкновения

Для того, чтобы погоня была более захватывающей и прошла гладко, подготовьтесь к ней до её начала.

Советы для отображения погони

Фургоны и все скакуны двигаются примерно с одной и той же скоростью. Измерять передвижение для каждого индивидуально было бы утомительно, и делать это не нужно. Тем не менее некоторые действия (или их отсутствие) позволяют им «двигаться вперёд», «отставать» или «останавливаться». Это всё абстрактные позиции, позволяющие осуществлять дополнительные действия.

Если используется сетка, можно разделить её на четыре области: остановлено, сзади, рядом и впереди. Просто поместите миниатюры в нужные места.

Проведение погони

В дополнение к обычным правилам верхового боя следующие ниже правила применяются к стражам и бандитам.

Эта схватка должна быть захватывающей и драматичной. Поощряйте нестандартное мышление и быстрые решения с обоих сторон. Поддерживайте темп!

Истощение. Каждая лошадь или группа лошадей бежит полным ходом только некоторое время. Начиная с пятого раунда погони, лошади начинают проверки на истощение. В конце хода требуется успешная проверка Телосложения со Сл 10. Лошадь или группа лошадей, которые проваливают проверку, становятся истощёнными, и Сл этой проверки увеличивается на 1 за каждый последующий раунд после пятого. Совершайте одну проверку для группы лошадей каждого фургона. Любая лошадь или группа лошадей, провалившая проверку, отстаёт и совершает все последующие проверки для движения вперёд с помехой.

Падение. Если существо падает с фургона или лошади во время погони, оно получает дробящий урон 3 ([[/r 1d6]]), сбивается с ног, и его ход заканчивается. Если оно ехало верхом, его скакун также останавливается. Существо, упавшее с фургона, не в состоянии вернуться в погоню до тех пор, пока не найдет скакуна, на которого сможет забраться.

Дополнительные действия. В дополнение к стандартным действиям персонаж в фургоне может делать следующее:

Уничтожение фургона. Фургон уничтожается во время погони, если его хиты падают до 0 или если убита одна из лошадей (он падает и опрокидывается). Уничтоженный фургон останавливается, и все пассажиры получают дробящий урон 7 ([[/r 2d6]]) и падают ничком рядом с фургоном. Если разбивается фургон 2 или 3, разрушение приводит к обнаружению секретного грузового отсека и пленников внутри него. Если разбивается любой фургон, остальные останавливаются в попытке защитить его, и погоня завершается.

Посадка в седло и спешивание

Один раз во время перемещения вы можете сесть в седло существа, находящегося в пределах 5 футов от вас, или, наоборот, спешиться. Это стоит количество перемещения, равного половине скорости. Например, если ваша скорость 30 футов, вы должны потратить 15 футов перемещения на посадку в седло лошади. Кроме того, вы не можете сесть в седло, если у вас осталось меньше 15 футов перемещения или если ваша скорость равна 0.

Если некий эффект перемещает вашего скакуна против его воли, пока вы находитесь на нём, вы должны преуспеть в спасброске Ловкости со Сл 10, иначе вы упадёте со скакуна, падая ничком в пространстве в пределах 5 футов от него. Если вас собьют с ног, пока вы находитесь верхом, вы должны совершить этот же спасбросок.

Контролирование скакуна

Пока вы находитесь верхом, у вас есть два варианта. Вы можете либо контролировать скакуна, либо позволить ему действовать независимо. Разумные существа, такие как драконы, действуют независимо.

Вы можете контролировать скакуна, только если он обучен принимать всадника. Подразумевается, что домашние лошади, ослы и подобные животные уже прошли такое обучение. Инициатива контролируемого скакуна совпадает с вашей, пока вы скачете на нём. Оно перемещается так, как выберете вы, и у него есть только три варианта действий: Отход, Рывок и Уклонение. Контролируемый скакун может перемещаться и действовать даже в том ходу, на котором вы взобрались на него. Независимый скакун сохраняет своё место в порядке инициативы. Всадник при этом не ограничивает действия скакуна, и он перемещается и действует, как пожелает. Он может сбежать из сражения, ринуться в атаку и сожрать раненого врага, или как-то иначе подействовать против вашей воли.

В любом случае, если ваш скакун провоцирует атаку, атакующий может нацелиться или на вас, или на скакуна.

Снаряжение

Укреплённый фургон

Осложнения погони

Как и в любой хорошей сцене погони, здесь могут возникнуть осложнения, чтобы погоня заставила сердце биться быстрее. Осложнения возникают случайно. В конце каждого раунда совершайте бросок по таблице осложнений погони на торговом пути. 

[[@RollTable[9HV2nKmLyoOYdGf8]{Осложнения погони}]]

2.1 Охрана каравана

В этом сценарии приключенцы принимают предложение защищать караван от неминуемого нападения бандитов. Караван уже в пути и прибывает вскоре после того, как персонажи принимают предложение о работе. Он ненадолго останавливается, чтобы перегруппироваться, после чего снова отправляется в путь.

Персонажи могут решить ехать в одном из фургонов или на лошадях, хотя сержант Реджинальд хочет, чтобы в каждом фургоне ехал хотя бы один приключенец. Каждым фургоном управляет Патрульный Красных Перьев, имеющий приказ не останавливаться, если только хотя бы один фургон не будет уничтожен. На лошади рядом с фургонами едет @UUID[Compendium.shared-compendia.sc-creatures.jP48gyi7mezyWdrG]{Кавалерийский офицер Красных Перьев}. В фургоне 1 едут гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{Маг / Mage} и его @UUID[Compendium.shared-compendia.sc-creatures.TT1xJ5jG7GmtbIA2]{Квазит / Quasit}-­фамильяр, превращённый в ворона.

Когда караван набирает походный темп, слышится пронзительный свист. «Всадники сзади!» — кричит один из патрульных. — «Лошади, копья и луки!» «Отлично, парни», — говорит сержант Реджинальд. — «Время заслужить свою награду».

Фермеры взяли дело в свои руки и скинулись на наём группы бандитов, чтобы те помогли им остановить караван. 6 бандитов-@UUID[Compendium.shared-compendia.sc-creatures.EoyRWwY2L1tGDtBi]{Головорезов / Thug} и 2 бандита-­@UUID[Compendium.shared-compendia.sc-creatures.8dBpzZYXsaNOYQKi]{Шпиона / Spy } гонятся за караваном.

Столкновение начинается, когда приключенцы выходят на дорогу.

Изменение сложности столкновения

Ниже приведены рекомендации по корректировке этого боевого столкновения. Они не складываются.

Тактика

Гильдейский маг использует во время погони только заговоры, оставляя заклинания на случай, если караван остановится. Квазит действует, только если есть кто­то сбоку фургона 1, иначе он остается в безопасности внутри фургона. Головорезы бандитов пытаются остановить последний фургон для того, чтобы остановились и другие. Каждый раунд хотя бы один головорез пытается запрыгнуть на фургон 3. Если ему это удаётся, он пытается скинуть водителя и перехватить управление.

Красные Перья атакуют лошадей своих противников только в том случае, если положение станет совсем тяжёлым.

Грузовой отсек открыт

Во время погони груз фургона — пленные фермеры — кричат в панике. Первоначально эти приглушённые крики трудно расслышать, и требуется успешная проверка Мудрости (Внимательность) со Сл 20, но они становятся громче и громче с каждым раундом. Каждый раунд после первого Сл проверки снижается на 2.

Задание фракции: Жентарим.

Никто из пленников не является членом Чёрной Сети и не знает о них. Красные Перья, похоже, тоже ничего не знают.

Награждение опытом

Если персонажи успешно защитили караван и достигли Придорожного Храма, каждый персонаж получает 50 опыта.

Если персонажи услышали кричащих пленников и обнаружили их присутствие, каждый персонаж получает 50 опыта.

Развитие событий

После того, как персонажи остановили или уничтожили фургон, или после 10 раундов погони перейдите к столкновению А или столкновению B в части 3. 

2.2 Нападение на караван

В этом сценарии приключенцы взяли на себя обязательство напасть на караван. Если они действуют быстро, они могут достигнуть дороги как раз в то время, когда караван проходит мимо. Нет возможности оказаться впереди каравана до тех пор, пока персонажи не достигнут дороги. Кроме того, обилие укрытий предотвращает возможность дальнобойных атак на караван до начала столкновения.

С дороги слышится топот многочисленных копыт, грохот и лязг. Вы пробиваетесь сквозь придорожные заросли как раз в тот момент, когда мимо проезжают три бронированных фургона в сопровождении кавалерийского эскорта Красных Перьев. Едва выбравшись на дорогу, слышите крик: «Всадники сзади! Лошади, копья и луки!»

Погоня началась!

Присутствуют четверо @UUID[Compendium.shared-compendia.sc-creatures.Po5jMbCFqf8UGZoU]{Патрульный Красных Перьев}, по одному ведущему каждый фургон и один дополнительно в фургоне 3. В фургоне 1 едут гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{Маг / Mage} и его @UUID[Compendium.shared-compendia.sc-creatures.TT1xJ5jG7GmtbIA2]{Квазит / Quasit}-фамильяр, превращённый в ворона.

Столкновение начинается, когда приключенцы выходят на дорогу.

Изменение сложности столкновения

Ниже приведены рекомендации по корректировке этого боевого столкновения. Они не складываются.

Тактика

Гильдейский маг использует во время погони только заговоры, оставляя заклинания на случай, если караван остановится. Квазит действует, только если есть кто­то сбоку фургона 1, иначе он остается в безопасности внутри фургона. Головорезы бандитов пытаются остановить последний фургон для того, чтобы остановились и другие. Каждый раунд хотя бы один головорез пытается запрыгнуть на фургон 3. Если ему это удаётся, он пытается скинуть водителя и перехватить управление.

Красные Перья атакуют лошадей своих противников только в том случае, если положение станет совсем тяжёлым.

Так вот что это за груз!

На протяжении погони груз фургона — пленные фермеры — кричат в панике. Первоначально эти приглушённые крики трудно расслышать, и требуется успешная проверка Мудрости (Внимательность) со Сл 20, но они становятся громче и громче с каждым раундом. Каждый раунд после первого Сл проверки снижается на 2.

Задание фракции: Жентарим.

Никто из пленников не является членом Чёрной Сети и не знает о них. Красные Перья, похоже, тоже ничего не знают.

Награждение опытом

Если персонажам удалось остановить караван до того, как он достигнет Придорожного Храма, каждый персонаж получает 50 опыта. Если персонажи услышали кричащих пленников и обнаружили их присутствие, каждый персонаж получает 50 опыта.

Развитие событий

После того, как персонажи остановили или уничтожили фургон, или после 10 раундов погони перейдите к столкновению А или столкновению B в части 3.

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Караван уходит от погони, останавливается или достигает места назначения. К этот моменту лошади истощены и не могут двигаться до тех пор, пока не совершат короткий отдых. 

3.1 Караван перехвачен

Независимо от того, кто защищает караван, если один их фургонов остановлен или уничтожен, сержант Реджинальд приказывает Красным Перьям остановиться и защитить его, разворачиваясь и спешиваясь в следующем раунде.

Через несколько мгновений после того, как фургоны останавливаются, персонажей, в зависимости от их роли в погоне, атакуют следующие противники. Другая группа помогает персонажам в бою.

Персонажи — бандиты

Персонажи окружают группу Красных Перьев, в которую входят следующие существа, за исключением убитых или иначе побеждённых во время погони в Части 2:

четверо @UUID[Compendium.shared-compendia.sc-creatures.Po5jMbCFqf8UGZoU]{патрульных Красных Перьев}

один @UUID[Compendium.shared-compendia.sc-creatures.jP48gyi7mezyWdrG]{кавалерийский офицер Красного Перьев }

гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{маг}

@UUID[Compendium.shared-compendia.sc-creatures.TT1xJ5jG7GmtbIA2]{квазит [quasit]}

Сокровища. Красные Перья несут в сумме 10 зм. Кавалерийский офицер (сержант Реджинальд, если он выжил в частях 1 и 2) имеет при себе @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{зелье лечения} и инкрустированный драгоценными камнями молот ценностью 25 зм. Гильдейский маг не имеет при себе книги заклинаний.

В рукояти меча офицера находится тайник, в котором спрятано соглашение между ним и парой работорговцев­-дуэргаров. Обнаружение тайника требует успешной проверки Интеллекта (Анализ) со Сл 15. Любой персонаж, владеющий воинским оружием, замечает, что у оружия смещён баланс, и совершает проверку с преимуществом.

Развитие событий

Если персонажи не сделали это раньше, они могут легко услышать крики пленников в тайниках фургонов. Персонажи могут освободить в общей сложности 8 пленников в состоянии потрясения. Среди них только один человек, остальные — эльфы, полурослики, дварфы и полуэльфы.

Если персонажи допрашивают Красных Перьев, те отвергают обвинения, настаивая на том, что пленники — преступники, которые предстанут перед судом в Хиллсфаре за нарушение Великого Закона Торговли (ложь). Успешная проверка Харизмы (Запугивание или Убеждение) со Сл 15 заставляет патрульных признаться в своих преступлениях. Персонажи, имеющие предысторию «торговый шериф» или пообещавшие освободить Красных Перьев, совершают проверку Харизмы (Обман) со Сл 10 с преимуществом.

Если их допрашивают, каждый из пленников оказывается фермером и рассказывает одну и ту же историю.

Около 10 дней назад Красные Перья пришли к ним домой и, обвинив в нарушении Великого Закона Человечества, взяли их под стражу.

Они находились под стражей до этого утра, потом их бросили в фургоны и везли куда­то весь день.

Задание фракции: Жентарим

Никто из пленников не является членом Чёрной Сети и ничего не знает об их исчезновении. Бандиты и Красные Перья, похоже, тоже.

Персонажи — охрана

Персонажи окружают группу бандитов, которая представлена следующими противниками, кроме тех, кто был убит или как­то иначе выведен из строя во время погони в Части 2.

6 @UUID[Compendium.shared-compendia.sc-creatures.EoyRWwY2L1tGDtBi]{головорезов [thug]}

2 @UUID[Compendium.shared-compendia.sc-creatures.8dBpzZYXsaNOYQKi]{шпиона [spy]}

Развитие событий

Если персонажи не сделали это раньше, они могут легко услышать крики пленников в тайниках фургонов. Персонажи могут освободить в общей сложности 8 пленников в состоянии потрясения. Среди них только один человек, остальные — эльфы, полурослики, дварфы и полуэльфы.

Если персонажи допрашивают Красных Перьев, те отвергают обвинения, настаивая на том, что пленники — преступники, которые предстанут перед судом в Хиллсфаре за нарушение Великого Закона Торговли (ложь). Успешная проверка Харизмы (Запугивание или Убеждение) со Сл 15 заставляет патрульных признаться в своих преступлениях. Персонажи, имеющие предысторию «торговый шериф» или пообещавшие освободить Красных Перьев, совершают проверку Харизмы (Обман) со Сл 10 с преимуществом.

Если их допрашивают, каждый из пленников оказывается фермером и рассказывает одну и ту же историю.

Около 10 дней назад Красные Перья пришли к ним домой и, обвинив в нарушении Великого Закона Человечества, взяли их под стражу.

Они находились под стражей до этого утра, потом их бросили в фургоны и везли куда­то весь день.

Задание фракции: Жентарим

Никто из пленников не является членом Чёрной Сети и не имеет никаких знаний об этом. Бандиты и Красные Перья, похоже, тоже.

3.2 Караван уходит от преследования

Если погоня длится полные 10 раундов или караван уходит от бандитов, то караван достигает точки назначения. Фургоны останавливаются у придорожного храма.

Общие черты

Это столкновение происходит на торговом пути к северо­западу от Остановки в месте, известном как Придорожный Храм.

Местность. Храм — это маленькое одинокое здание не небольшом съезде с дороги.

Пирамиды из камней. В этой области есть семь меток в виде каменных пирамид. Ближайшая — самая большая, она возвышается на 20 футов в высоту. Тёмная тварь [darkenbeast] использует её в качестве наблюдательного пункта.

Святилище. Небольшой храм выглядит как перестройка более старого сооружения, причём не последняя. Он имеет 20 футов в длину, 10 футов в ширину, 10 футов в высоту и лёгкую крышу с колоннами, выступающими в стороны. Внутри находятся статуя Темпуса и резной камень, изображающий Битву Падающих Ос и героические усилия Красных Перьев по обороне от наземных войск Жентов и небесных магов. Много старого и ржавого оружия оставлено здесь в качестве подношения.

Надгробия. Ряд могильных камней стоит вдоль дороги, напоминая о тех, кто похоронен здесь. Любое существо, скрывающееся за камнем, может получить укрытие. в зависимости от того, насколько высок камень.

Свет. Взошла полная луна, и местность тускло освещена. Однако некоторые деревья в окрестности области отбрасывают очень тёмную тень.

Приключенцы — охрана каравана

Приключенцы и Красные перья достигают храма более­менее целыми. Бандиты, решив, что их заманивают в ловушку, отступают.

Караван достигает места встречи — придорожного храма, посвящённого павшим Красным Перьям в битве против Жентов. На поле видны несколько каменных пирамид. Короткий спуск с дороги приводит к маленькому зданию с подношениями, посвящёнными павшим. «Кажется, мы оторвались от них», — пыхтит сержант Реджинальд. — «Однако не все наши дела завершены. Он должен был прийти сюда. Сожалею, но нам больше нет от вас пользы». Один солдат обходит с фланга. Стражи достают мечи и двигаются на вас. «Убейте их», — говорит Реджинальд, сверкая глазами, — «и бросьте тела в лесу».

Персонажи противостоят Красным Перьям, в состав которых входят: гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{маг}, его фамильяр-­@UUID[Compendium.shared-compendia.sc-creatures.TT1xJ5jG7GmtbIA2]{квазит [quasit]}, четверо @UUID[Compendium.shared-compendia.sc-creatures.Po5jMbCFqf8UGZoU]{патрульных Красных Перьев} и @UUID[Compendium.shared-compendia.sc-creatures.jP48gyi7mezyWdrG]{кавалерийский офицер Красных Перьев} (за исключением жертв погони в Части 2).

Если гильдейский маг не находится в выгодной позиции, первым ходом он использует туманный шаг, чтобы переместиться на позицию, с которой он будет накладывать заклинания, такую, как крыша здания храма.

Сокровища. Красные Перья несут в сумме 10 зм. Кавалерийский офицер (сержант Реджинальд, если он выжил в частях 1 и 2) имеет при себе зелье лечения и инкрустированный драгоценными камнями молот ценностью 25 зм. Гильдейский маг не имеет при себе книги заклинаний.

В рукояти меча офицера находится тайник, в котором спрятано соглашение между ним и парой работорговцев­дуэргаров. Обнаружение тайника требует успешной проверки Интеллекта (Анализ) со Сл 15. Любой персонаж, владеющий воинским оружием, замечает, что у оружия смещён баланс, и совершает проверку с преимуществом.

Развитие событий

Если персонажи не сделали это раньше, они могут легко услышать крики пленников в тайниках фургонов. Персонажи могут освободить в общей сложности 8 пленников в состоянии потрясения. Среди них только один человек, остальные — эльфы, полурослики, дварфы и полуэльфы.

Если персонажи допрашивают Красных Перьев, те отвергают обвинения, настаивая на том, что пленники — преступники, которые предстанут перед судом в Хиллсфаре за нарушение Великого Закона Торговли (ложь). Успешная проверка Харизмы (Запугивание или Убеждение) со Сл 15 заставляет патрульных признаться в своих преступлениях. Персонажи, имеющие предысторию «торговый шериф» или пообещавшие освободить Красных Перьев, совершают проверку Харизмы (Обман) со Сл 10 с преимуществом.

Если их допрашивают, каждый из пленников оказывается фермером и рассказывает одну и ту же историю.

Задание фракции: Жентарим.

Никто из пленников не является членом Чёрной Сети и ничего не знает об их исчезновении. Бандиты и Красные Перья, похоже, тоже.

Приключенцы — бандиты

Если караван ушёл, группа в конечном счете находит следы, ведущие от дороги к храму. Персонажи могут для этого совершить проверку Мудрости (Выживание), но если они провалят проверку, всё равно в итоге должны их найти.

Если караван ушёл и персонажи были вынуждены искать следы, они могут попытаться устроить засаду на Красных Перьев. Для этого им нужно преуспеть в групповой проверке Ловкости (Скрытность) со Сл 15, и тогда они смогут устроить засаду на Красных Перьев, которые будут застаны врасплох в первом раунде боя. Если персонажи ждут слишком долго, прибывает фургон с парой @UUID[Compendium.shared-compendia.sc-creatures.fWnE4vX2lF5BYYsK]{дуэргаров [duergar]} и парой @UUID[Compendium.shared-compendia.sc-creatures.31ZM5GO43pmYfRf3]{псов смерти [death dog]} (см. раздел «Прибытие дуэргаров»).

В конце концов вы спускаетесь с главной дороги к маленькому храму, похоже, построенному в память о какой-то битве. На поле видны несколько массивных могил с надгробьями в виде пирамид из камней. Единственная постройка — это маленькое здание для принятия подношений павшим.

Фургоны расставлены вокруг здания. Стражи вокруг готовятся к бою.

Персонажи противостоят Красным Перьям, в состав которых входят: гильдейский @UUID[Compendium.shared-compendia.sc-creatures.aXUZLmlmTSETGoRQ]{маг}, его фамильяр­-@UUID[Compendium.shared-compendia.sc-creatures.TT1xJ5jG7GmtbIA2]{квазит [quasit]}, четверо @UUID[Compendium.shared-compendia.sc-creatures.Po5jMbCFqf8UGZoU]{патрульных Красных Перьев} и @UUID[Compendium.shared-compendia.sc-creatures.jP48gyi7mezyWdrG]{кавалерийский офицер Красных Перьев} (за исключением жертв погони в части 2).

Красные Перья нападают издалека, используя фургоны как прикрытие. Они вступают в ближний бой, только если персонажи подходят вплотную.

Если гильдейский маг не находится в выгодной позиции, первым ходом он использует туманный шаг, чтобы переместиться на позицию, с которой он будет накладывать заклинания, такую, как крыша здания храма.

Сокровища. Красные Перья несут в сумме 10 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{зм}. Кавалерийский офицер (сержант Реджинальд, если он выжил в частях 1 и 2) имеет при себе @UUID[Compendium.shared-compendia.sc-items.dQXrweMMHdaLBnlS]{Зелье лечения} и инкрустированный драгоценными камнями молот ценностью 25 зм. Гильдейский маг не имеет при себе книги заклинаний.

В рукояти меча офицера находится тайник, в котором спрятано соглашение между ним и парой работорговцев-­дуэргаров. Обнаружение тайника требует успешной проверки Интеллекта (Анализ) со Сл 15. Любой персонаж, владеющий воинским оружием, замечает, что у оружия смещён баланс, и совершает проверку с преимуществом.

Развитие событий

Если персонажи не сделали это раньше, они могут легко услышать крики пленников в тайниках фургонов. Персонажи могут освободить в общей сложности 8 пленников в состоянии потрясения. Среди них только один человек, остальные — эльфы, полурослики, дварфы и полуэльфы.

Если персонажи допрашивают Красных Перьев, те отвергают обвинения, настаивая на том, что пленники — преступники, которые предстанут перед судом в Хиллсфаре за нарушение Великого Закона Торговли (ложь). Успешная проверка Харизмы (Запугивание или Убеждение) со Сл 15 заставляет патрульных признаться в своих преступлениях. Персонажи, имеющие предысторию «торговый шериф» или пообещавшие освободить Красных Перьев, совершают проверку Харизмы (Обман) со Сл 10 с преимуществом.

Если их допрашивают, каждый из пленников оказывается фермером и рассказывает одну и ту же историю.

Задание фракции: Жентарим.

Никто из пленников не является членом Чёрной Сети и ничего не знает об их исчезновении. Бандиты и Красные Перья, похоже, тоже.

3.3 Прибытие дуэргаров

После боя в Красными Перьями приключенцы могут остановиться на короткий отдых до того, как прибудут дуэргары, чтобы совершить сделку. Успешная проверка Мудрости (Внимательность) со Сл 15 позволит заметить дуэргаров заранее, и у отряда будет достаточно времени, чтобы спрятаться.

С запада слышится протяжный, ритмичный скрип колёс, и вы понимаете, что приближается повозка. Из тени медленно выходит пара больших двуглавых собак. Они осматривают и обнюхивают местность, и с их челюстей стекает густая слюна. Учуяв ваш запах, они начинают тихо, но пугающе рычать.

За собаками следует фургон, которым управляют два дварфа со смуглой серой кожей и короткими белыми бородами.

Два @UUID[Compendium.shared-compendia.sc-creatures.fWnE4vX2lF5BYYsK]{Двергара / Duergar} взяли с собой двух @UUID[Compendium.shared-compendia.sc-creatures.31ZM5GO43pmYfRf3]{Псов смерти / Death Dog} для подстраховки. Если встреча не будет прервана, дуэргар предлагает сержанту Реджинальду маленький сундук и начинает загрузку пленников в вагоны. Сундук содержит 150 @UUID[Compendium.shared-compendia.sc-items.ga2LhSWRqpfnVnjs]{зм}.

Если персонажи выжидают и сержант Реджинальд всё ещё жив, дуэргары подходят и начинают вести с ним переговоры. Если персонажи не вмешаются, пленников ведут в фургон дуэргаров, и тот отъезжает. В противном случае дуэргары предполагают, что персонажи — представители сержанта Реджинальда, и начинают вести переговоры с ними.

Один дуэргар носит @UUID[Compendium.shared-compendia.sc-items.5sT5L5kbjDirN8PY]{щит +1}, увеличивающий его КД на 1.

Тактика

Если приключенцы атакуют во время сделки, дуэргары приказывают псам смерти напасть на персонажа, а сами пытаются скрыться с пленниками. Это возможно приведет к еще одной погоне. Если в битве участвуют @UUID[Compendium.shared-compendia.sc-creatures.2m90zM9SXq0OW7ea]{Варги / Worg}, они говорят на подземном языке [Undercommon].

Дуэргары всегда стремятся получить в свои руки больше рабов, так что если они или их псы смерти опускают хиты персонажа до 0, тот падает без сознания (нелетальный урон).

Изменение сложности столкновения

Ниже приведены рекомендации по корректировке этого боевого столкновения. Они не складываются.

Очень слабая группа: Замените псов смерти 1 воргом, уберите 1 дуэргара.

Слабая группа: Замените псов смерти 2 воргами, уберите 1 дуэргара.

Сильная группа: Добавьте 1 пса смерти.

Очень сильная группа: Добавьте 2 воргов и 1 дуэргара.

Сделка с дуэргарами

Если персонажи не останавливают их, дуэргары стремятся завершить сделку по продаже пленников. Если персонажи отказываются, дуэргары нападают, посылая псов смерти в атаку и используя свою способность увеличение в первый раунд боя. Если персонажи принимают предложение дуэргаров, те ведут пленников от фургона Красных Перьев в свой и оставляют сундук персонажам. Если персонажи принимают предложение дуэргаров, каждый персонаж получает сюжетную награду «Из тебя получится отличный работорговец». Если персонажи отвергают предложение дуэргаров, каждый персонаж получает сюжетную награду «Дар Горького леса» .

Задание фракции: Альянс Лордов

Для того, чтобы выполнить требования этого задания фракции, все свидетели, в особенности сами пленники, должны быть убеждены, что сержант Реджинальд и его подчинённые действовали в собственных интересах. Это требует успешной проверки Харизмы (Обман или Убеждение) со Сл 13. Если персонажи нашли компрометирующие документы, проверка совершается с преимуществом.

Задание фракции: Жентарим

Для того, чтобы выполнить требования этого задания фракции, хотя бы один дуэргар должен быть взят в плен и допрошен до того, как будет убит. Чтобы убедить дуэргара ответить на какие­либо вопросы об их злодеяниях, требуется успешная проверка Харизмы (Убеждение, Запугивание или Обман) со Сл 10. При успехе дуэргар открывает, что полуэльф, соответствующий описанию персонажей, был продан неизвестному дроу два десятка дней назад в Споросводе, огромной колонии миконидов в Подземье. Он может дать описание дроу — тот был одет в капюшон и маску.

Сокровища

Ели персонажи победят дуэргаров, они получат возможность забрать их сундук со 150 зм и щит +1 . 

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Несмотря на позицию Хиллсфара в отношении не­людей, рабство в нём публично не одобряется. Если персонажи не только спасли пленников, но и захватили документы, детально описывающие их продажу, весть о поведении Красных Перьев разносится как лесной пожар. За ним следует недовольство, и вскоре даже люди в окрестностях города укрепляются во мнении, что Великий Закон Человечества зашёл слишком далеко.

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Ranged Weapon Attack: [[/r 1d20+5]] (+5) to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 ([[/r 5d10]]) bludgeoning damage.

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The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley.

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Fire Ballistas.

The galley can fire its @object[ballista||ballistas] (DMG, ch. 8).

On its turn, the galley can take 3 actions. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.

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Fire Mangonels.

The galley can fire its @object[mangonel||mangonels] (DMG, ch. 8).

On its turn, the galley can take 3 actions. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.

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Move.

The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

On its turn, the galley can take 3 actions. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.

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Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.

A galley has the following features:

Example Galley Crew[–]

A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (@creature[bandit captain])
  • Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (@creature[scout||scouts])
  • Forty-two sailors (@creature[commoner||commoners])
  • Twelve siege engineers (@creature[guard||guards])
  • Twenty @creature[guard||guards]
Main Deck[–]

The main deck of the galley has the following features:

  • Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.

  • Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.

  • Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.

  • Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.

  • Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.

  • Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.

  • Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.

  • Wheel. The ship's wheel stands at the aft of the deck.

Lower Deck[–]

The cramped lower deck of the galley ship reeks of body odor and has the following features:

  • Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.

  • Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.

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","chat":"","unidentified":""},"source":{"custom":"GoS"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"vehicle","dex":null},"hp":{"value":25,"max":25,"dt":null,"conditions":""},"baseItem":"","speed":{"value":15,"conditions":""},"strength":0,"stealth":false,"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"YrznsdhpAcVk5ppg","name":"Move","type":"feat","img":"modules/plutonium/media/icon/ship-wheel.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
Move.

The rowboat can move using its oars.

On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.

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The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.

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Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

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","chat":"","unidentified":""},"source":{"custom":"GoS"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"vehicle","dex":null},"hp":{"value":100,"max":100,"dt":null,"conditions":"-5 ft. speed per 25 damage taken"},"baseItem":"","speed":{"value":45,"conditions":""},"strength":0,"stealth":false,"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vEz6fRNJUKoTozCo","name":"Ballista","type":"weapon","img":"modules/plutonium/media/icon/pirate-cannon.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+6]] (+6) to hit, range 120/480 ft., one target. Hit: 16 ([[/r 3d10]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+5]] (+5) to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 ([[/r 5d10]]) bludgeoning damage.

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Fire Ballista.

The ship can fire its @object[ballista] (DMG, ch. 8).

On its turn, the ship can take 3 actions. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

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Fire Mangonel.

The ship can fire its @object[mangonel] (DMG, ch. 8).

On its turn, the ship can take 3 actions. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

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Move.

The ship can use its helm to move with its sails.

On its turn, the ship can take 3 actions. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

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Sailing ships are fast-moving designs focused on travel.

A sailing ship has the following features:

Example Crew[–]

A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (@creature[bandit captain])
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (@creature[noble||nobles])
  • Twenty-five sailors (@creature[commoner||commoners])
1. Main Deck[–]

The main deck of the ship has the following features:

  • Mangonel. Sailing ships have one @object[mangonel] (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.

  • Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).

  • Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

  • Rowboats. Four @vehicle[rowboat||rowboats] are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

2. Officers' Quarters[–]

Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.

3. Captain's Quarters[–]

The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.

4. Siege Weapon Ammunition[–]

Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

5. Supplies[–]

This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.

6. Forecastle[–]

The forecastle has the following features:

  • Ballista. A @object[ballista] (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.

  • Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

7. Quarterdeck[–]

The quarterdeck has the following features:

  • Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

  • Wheel. The ship's wheel stands at the aft of the quarterdeck.

8. Oar Deck[–]

Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.

9. Privy[–]

Benches line the walls of this room. Four holes carved in them house chamber pots.

10. Medical Cabin[–]

Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

11. Guest Cabin[–]

This cabin is meant for guests and visiting high-ranking officials along for the journey.

12. Hold[–]

This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

13. Armory[–]

The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.

","public":""},"source":{"custom":"GoS"}},"traits":{"size":"grg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"100 ft. by 20 ft."},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"water","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Sailing Ship","displayName":20,"actorLink":false,"width":27,"height":11,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"monks-enhanced-journal":{"chatbubble":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}}},"randomImg":false,"texture":{"src":"resources/storms-lord-wrath/tokens/sailing-ship-main-deck-256px.webp","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":0,"brightness":1,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gpXhqOojyy9orD55","name":"Бэкс Данфилд","type":"npc","img":"resources/storms-lord-wrath/tokens/bakes-dunfield.png","items":[{"_id":"yNJjoaaajD1W3xTo","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Гладиатор совершает три атаки ближнего боя или две дистанционные атаки.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7gMAvxhYq8vqOaBy","name":"Жестокость","type":"feat","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":0,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Когда гладиатор попадает атакой оружием в ближнем бою, урон атаки увеличивается на одну кость, соответствующую этому оружию (уже учтено в атаках).

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"M5jKpmAZwP7XT2as","name":"Парирование","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Гладиатор добавляет 3к КБ против одной атаки ближнего боя, которая должна попасть по нему. Для этого гладиатор должен видеть атакующего и использовать оружие ближнего боя.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"D8VdhOdiX7vQF4eB","name":"Клёпаный кожаный доспех","type":"equipment","img":"icons/equipment/chest/breastplate-rivited-red.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"studded%20leather%20armor_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.GZs4rdvq5X4u7Y23"}},"system":{"description":{"value":"
\n

Сделан из плотной, но гибкой кожи и усилен частыми заклёпками или шипами.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":13,"price":{"value":45,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"18Fg0JMS7l4EDZs7":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pVzWCV9qpEmExbiI","name":"Щит","type":"equipment","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"shield_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.0JQwhWUmCePzweVn"}},"system":{"description":{"value":"
\n

Щит изготавливается из дерева или металла и носится в одной руке. Ношение щита увеличивает ваш класс брони на 2. Одновременно вы можете использовать только один щит.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":6,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"18Fg0JMS7l4EDZs7":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"aCbeV41c1rdLKc6c","name":"Удар щитом","type":"weapon","img":"icons/equipment/shield/buckler-wooden-boss-glowing-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true},"type":"Array"},"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":false,"altValue":false,"type":"Boolean"},"quickAttack":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickCharges":{"value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true},"type":"Boolean"},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.nCg92wgCCiaDOwRW"}},"system":{"description":{"value":"
\n

Атака оружием в ближнем бою: [[/r 1d20+7]] (+7)к броску, зона досягаемости 5 футов, одно существо.

\n

Попадание: 9 ([[/r 2d4 + 4]]) дробящиего урона. Если цель размером не больше крупного, она должна пройти испытание Силы со СЛ 15, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}.

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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"str"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3,"18Fg0JMS7l4EDZs7":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"aEJExJb7tdyAMDmp","name":"Копьё","type":"weapon","img":"icons/weapons/polearms/spear-flared-worn-grey.webp","effects":[],"folder":null,"sort":100000,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":false,"altValue":false,"type":"Boolean"},"quickAttack":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickCharges":{"value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true},"type":"Boolean"},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.nTlO33sJ8s3qm13N"}},"system":{"description":{"value":"
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Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
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Попадание: 11 ([[/r 2d6 + 4]]) колющего урона или 13 ([[/r 2d8 + 4]]) колющего урона, если используется двумя руками для совершения атаки ближнего боя. 
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У гладиатора преимущество к испытаниям против @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испуга}.

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\n
\n

Гладиаторы сражаются на потеху буйной толпе. Некоторые дерутся в бойцовых ямах, где проигрыш равен смерти. Другие — профессиональные дуэлянты, купающиеся в деньгах и редко сражающиеся до смерти.

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","public":""},"alignment":"any alignment","race":null,"type":{"value":"humanoid","subtype":"Любая раса","swarm":"","custom":""},"environment":"","cr":5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Один любой язык (Обычно 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Короткий металлический клинок, прикрепленный к небольшой рукояти и гарде. Кинжал является эффективным вспомогательным оружием для закаленных воинов или скрытым клинком для убийц и воров.

","chat":"","unidentified":""},"source":{"custom":"Dagger"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"dagger","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"cntuF4irQEGACABR","name":"Огненный снаряд","type":"spell","img":"modules/plutonium/media/icon/spell/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

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Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

","chat":"","unidentified":""},"source":{"custom":"Fire Bolt"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xtdbC3RyBc88IWmc","name":"Свет","type":"spell","img":"modules/plutonium/media/icon/spell/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{Яркий свет} в радиусе 20 футов и @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.

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Если цель – объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.

","chat":"","unidentified":""},"source":{"custom":"Light"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RNw827MPk1sFA60l","name":"Магическая рука","type":"spell","img":"modules/plutonium/media/icon/spell/phb-mage-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до окончания длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

","chat":"","unidentified":""},"source":{"custom":"Mage Hand"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qL8HH2oklrDMhlB2","name":"Мелкие фокусы","type":"spell","img":"modules/plutonium/media/icon/spell/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

","chat":"","unidentified":""},"source":{"custom":"Prestidigitation"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IE5XO6NzuPePmEvy","name":"Обнаружение магии","type":"spell","img":"modules/plutonium/media/icon/spell/phb-detect-magic.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

\n

Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

","chat":"","unidentified":""},"source":{"custom":"Detect Magic"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9H2x754RCkE8RsLQ","name":"Магический доспех","type":"spell","img":"modules/plutonium/media/icon/spell/phb-mage-armor.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/plutonium/media/icon/spell/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"name":"Mage Armor","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Прикоснитесь к согласному существу, которое не носит броню, и его окружит защитное магическое поле, пока длится заклинание. Базовый КБ цели становится равным 13 + её модификатор Ловкости. Заклинание прекращает действовать, если цель надевает броню или если вы прекратите заклинание, потратив действие.

","chat":"","unidentified":""},"source":{"custom":"Mage Armor"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"клочок выделанной кожи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eHUDCDh840EMknJo","name":"Волшебная стрела","type":"spell","img":"modules/plutonium/media/icon/spell/phb-magic-missile.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы создаёте три светящихся стрелы из магической силы. Каждая стрела поражает выбранное вами существо в пределах дистанции, которое вы видите. Каждая стрела наносит цели [[/r 1d4 + 1]] урона силой. Все три стрелы поражают цели одновременно, вы можете направить их как в одно существо, так и в несколько разных.

\nНа высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, заклинание создаёт по дополнительной стреле за каждый круг ячейки выше 1-го.

","chat":"","unidentified":""},"source":{"custom":"Magic Missile"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jMWhwNfSlmHi5eyS","name":"Щит","type":"spell","img":"modules/plutonium/media/icon/spell/phb-shield.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/plutonium/media/icon/spell/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Shield","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Щит из дерева или металла носят в одной руке. Использование щита увеличивает ваш класс брони на 2. Ношение более чем одного щита не принесёт дополнительной пользы.

","chat":"","unidentified":""},"source":{"custom":"Shield"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gcjujjS3vwspDbIl","name":"Туманный шаг","type":"spell","img":"modules/plutonium/media/icon/spell/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

","chat":"","unidentified":""},"source":{"custom":"Misty Step"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6TM4qKAE5IIulP4K","name":"Внушение","type":"spell","img":"modules/plutonium/media/icon/spell/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к @Compendium[dnd5e.rules.H8aTFVG3YFAkQ3TK]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

\n

Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

\n

Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

\n

Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

","chat":"","unidentified":""},"source":{"custom":"Suggestion"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dbe7gnDhdqvsQ3YO","name":"Контрзаклинание","type":"spell","img":"modules/plutonium/media/icon/spell/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы пытаетесь помешать другому существу сотворить заклинание. Если существо творит заклинание 3-го круга или ниже, оно не срабатывает. Если это заклинание 4-го круга или выше, пройдите проверку вашей заклинательной характеристики. Сл равна 10+ круг вражеского заклинания. При успехе заклинание существа не срабатывает.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, заклинание существа не срабатывает, если его круг не превышает круга использованной вами ячейки.

","chat":"","unidentified":""},"source":{"custom":"Counterspell"},"activation":{"type":"reaction","cost":1,"condition":"которое вы совершаете, увидев, как существо в пределах 60 футов от вас творит заклинание"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GXMha9vJrTbgnL1x","name":"Огненный шар","type":"spell","img":"modules/plutonium/media/icon/spell/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.

","chat":"","unidentified":""},"source":{"custom":"Fireball"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gmzS33B67CkRgpVI","name":"Полёт","type":"spell","img":"modules/plutonium/media/icon/spell/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 3-го.

","chat":"","unidentified":""},"source":{"custom":"Fly"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"l6v7jEgDQoriWZ70","name":"Высшая невидимость","type":"spell","img":"modules/plutonium/media/icon/spell/phb-greater-invisibility.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"greater%20invisibility_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы или существо, которого вы коснулись, становитесь @Compendium[dnd5e.rules.hMWCeXenROGuhF1K]{невидимы}, пока длится заклинание. Всё снаряжение, которое цель носит или держит, также @Compendium[dnd5e.rules.hMWCeXenROGuhF1K]{невидимо}, пока оно у цели.

","chat":"","unidentified":""},"source":{"custom":"Greater Invisibility"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NGcpNsvtnyhvcUT1","name":"Ледяная буря","type":"spell","img":"modules/plutonium/media/icon/spell/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 4-го.

","chat":"","unidentified":""},"source":{"custom":"Ice Storm"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"p890sMNSbRsHhjnY","name":"Spellcasting","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
Spellcasting.

The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, [[/r 1d20+6]] (+6) to hit with spell attacks). The mage has the following wizard spells prepared:

  • Cantrips (at will): @ActorEmbeddedItem[us6W0omcjvItIQA9][cntuF4irQEGACABR], @ActorEmbeddedItem[us6W0omcjvItIQA9][xtdbC3RyBc88IWmc], @ActorEmbeddedItem[us6W0omcjvItIQA9][RNw827MPk1sFA60l], @ActorEmbeddedItem[us6W0omcjvItIQA9][qL8HH2oklrDMhlB2]

  • 1st level (4 slots): @ActorEmbeddedItem[us6W0omcjvItIQA9][IE5XO6NzuPePmEvy], @ActorEmbeddedItem[us6W0omcjvItIQA9][9H2x754RCkE8RsLQ], @ActorEmbeddedItem[us6W0omcjvItIQA9][eHUDCDh840EMknJo], @ActorEmbeddedItem[us6W0omcjvItIQA9][jMWhwNfSlmHi5eyS]

  • 2nd level (3 slots): @ActorEmbeddedItem[us6W0omcjvItIQA9][gcjujjS3vwspDbIl], @ActorEmbeddedItem[us6W0omcjvItIQA9][6TM4qKAE5IIulP4K]

  • 3rd level (3 slots): @ActorEmbeddedItem[us6W0omcjvItIQA9][dbe7gnDhdqvsQ3YO], @ActorEmbeddedItem[us6W0omcjvItIQA9][GXMha9vJrTbgnL1x], @ActorEmbeddedItem[us6W0omcjvItIQA9][gmzS33B67CkRgpVI]

  • 4th level (3 slots): @ActorEmbeddedItem[us6W0omcjvItIQA9][l6v7jEgDQoriWZ70], @ActorEmbeddedItem[us6W0omcjvItIQA9][NGcpNsvtnyhvcUT1]

  • 5th level (1 slot): @ActorEmbeddedItem[us6W0omcjvItIQA9][7rjFFsfxnJIPixRo]

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\n

Назовите или опишите личность, место или обект. Заклинание позволит вам вкратце узнать значимые сведения о названной теме. Сведения могут включать как общеизвестные факты, так и забытые легенды, и даже тайное знание, известное лишь немногим. Если то, что вы назвали, не обладает достаточной для легенд значимостью, вы не получите никаких сведений. Чем больше вы уже знаете о теме, тем более точными и подробными будут полученные сведения.

\n

Сведения, которые вы получите, точны, но могут быть изложены иносказательно. К примеру, если вас интересует загадочный магический топор, заклинание может выдать что-то вроде: «Горе тому злодею, чья длань коснётся сего топора, ибо даже рукоять его карает зло. Лишь истинное Дитя Камня, возлюбленное Морадином и любящее его, способно пробудить истинную мощь топора, и лишь со священным словом „Рудногг\" на устах».

\n

 

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Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Variant: Familiars[–]

Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

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\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, Зона досягаемости 5 футов, одна цель.
\n
Попадание: 8 ([[/r 2d4 + 3]]) дробящего урона.
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\n
Если козёл переместится как минимум на 20 футов по прямой к цели, а затем в тот же ход попадёт по ней ударом головой, цель дополнительно получает 5 ([[/r 2d4]]) дробящего урона. Если цель — существо, оно должно пройти испытание Силы со СЛ 13, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}. 
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У козла преимущество к испытаниям Силы и Ловкости против эффектов, которые вынуждают его @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластаться}. 

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Сорвиголова совершает три атаки: одну кинжалом и две рапирой.

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Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
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Попадание: 6 ([[/r 1d4 + 4]]) колющего урона.
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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 8 ([[/r 1d8 + 4]]) колющего урона. 
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Сорвиголова может каждый ход бонусным действием совершать @Compendium[laaru-dnd5-hw.dejstviya.v1tkJ8DKVJFCNFPM]{Рывок} или @Compendium[laaru-dnd5-hw.dejstviya.NwKMv5Ljen62a44Y]{Отступление}.

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Пока сорвиголова носит лёгкую броню или не носит броню и не носит щит, к КБ добавляется модификатор Харизмы.

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Сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

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Сорвиголовы – харизматичные авантюристы, которые живут по своему собственному кодексу чести. Они жаждут славы, часто балуются романтичными свиданиями, и часто живут жизнью пиратов и корсаров, редко остающиеся в одном месте надолго.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack: [[/r 1d20+5]] (+5) to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) slashing damage, or 8 ([[/r 1d10 + 3]]) slashing damage if used with two hands.

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The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 ([[/r 7d6]]) fire damage on a failed save, or half as much damage on a successful one.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

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You can use your action to exhale destructive energy in a 15-foot cone.

When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes [[/r 2d6]] cold damage on a failed save, and half as much damage on a successful one. The damage increases to [[/r 3d6]] at 6th level, [[/r 4d6]] at 11th level, and [[/r 5d6]] at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

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You have resistance to cold damage.

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You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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When a dragon in polymorphed form mates with another creature, the union sometimes produces half dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.

Draconic Nature.

Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its no draconic line, so that a half-dragon human might live more than a century and a half.

Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess.

Half-Dragon Template[–]

A beast, humanoid, giant, or monstrosity can become a half-dragon. When a creature becomes a half-dragon, it retains all its statistics except as noted below.

Challenge.

To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master's Guide to recalculate the rating after you apply the template.

Senses.

The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.

Resistances.

The half-dragon gains resistance to a type of damage based on its color.

ColorDamage Resistance
Black or copperAcid
Blue or bronzeLightning
Brass, gold, or redFire
GreenPoison
Silver or whiteCold
Languages.

The half-dragon speaks Draconic in addition to any other languages it knows.

New Action: Breath Weapon.

The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions.

SizeBreath WeaponOptional Prerequisite
Large or smallerAs a wyrmlingChallenge 2 or higher
HugeAs a young dragonChallenge 7 or higher
GargantuanAs an adult dragonChallenge 8 or higher
Sample Half-Dragon[–]

Here the half-dragon template has been applied to a human @creature[veteran] to create a half-red dragon veteran. @item[Splint armor|phb] has been replaced with @item[plate armor|phb|plate].

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Парирование.

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Атаман добавляет 2 к КБ против одной атаки ближнего боя, которая должна попасть по нему. Для этого атаман должен видеть атакующего и использовать оружие ближнего боя. 

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Сделан из плотной, но гибкой кожи и усилен частыми заклёпками или шипами.

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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одно существо.  Попадание: 5 ([[/r 1d4 + 3]]) колющего урона.

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Атаман совершает три атаки ближнего боя:
две скимитарами и одну кинжалом. 

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Вместо этого атаман может совершить две дистанционные атаки кинжалами.

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\n

Требуется сильный характер, хитрость и хорошо подвешенный язык, чтобы держать шайку бандитов в узде.

\n

Бандитский атаман обладает этими качествами сполна.

\n

Использующий такой же блок параметров пиратский капитан руководит не просто толпой эгоистичных злодеев, но целым кораблём. Чтобы держать экипаж в узде, капитан должен использовать и кнут, и пряник.

\n

Больше сокровищ бандитские атаманы и пиратские капитаны ценят только дурную славу. С пленником, который потешит самолюбие или тщеславие вожака, скорее всего, обращаться будут лучше, чем с тем, кто ничего не знает (или притворяется, что ничего не знает) о его репутации.

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Melee Weapon Attack: [[/r 1d20+3]] (+3) to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+3]] (+3) to hit, range 80/320 ft., one target. Hit: 5 ([[/r 1d8 + 1]]) piercing damage.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

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 Попадание: 2 ([[/r 1d4]]) дробящего урона.

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Среди простолюдинов бывают крестьяне и батраки, рабы и слуги, странники, купцы, ремесленники и отшельники.

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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 5 ([[/r 1d6 + 2]]) колющего урона.
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Дистанционная атака оружием: [[/r 1d20+4]] (+4) к броску, дистанция 80/320 футов, одна цель.
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Попадание: 5 ([[/r 1d6 + 2]]) колющего урона.
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\n
\n

Бард может исполнить песню во время короткого отдыха. Любой союзник, который слышит песню восстанавливает дополнительные [[/r 1d6]] ПЗ если потратит кость здоровья для восстановления ПЗ в конце отдыха. Бард также сам может получить этот бонус.

\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"e1AuEmnI7EMh4Lgi","name":"Насмешка (2/день)","type":"feat","img":"modules/laaru-dnd5-hw/icon/spell/phb-vicious-mockery.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
\n

Бард может бонусным действием в свой ход выбрать одно существо в пределах 30 футов. Если цель может слышать барда, то цель должна преуспеть в испытании Харизмы со СЛ 12 или до конца следующего хода барда будет вынужден проходить с помехой все проверки, броски атак и испытания.

\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":12,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NR3L7MnheLsBdSI4","name":"Заклинания","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Бард заклинатель 4-го уровня. Его заклинательная характеристика — Харизма (СЛ испытаний против заклинаний 12, [[/r 1d20+4]] (+4)  к броску атаки заклинанием). У него подготовлены следующие заклинания барда:
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    \n
  • \n

    Фокусы (неограниченно):

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.lFsYLBcwCsabanD1]{Дружба}

    \n
    @Compendium[laaru-dnd5-hw.zaklinaniya.bv1jcEHUx0G3I976]{Магическая рука}

    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.mvEnTZ98ZqV79w8d]{Язвительная насмешка}

    \n
  • \n
  • \n

    1-й круг (4 ячейки):

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.KcziiS01MniKTNZ9]{Приворот гуманоида}

    \n
    @Compendium[laaru-dnd5-hw.zaklinaniya.XMbao4j55jTV3aLk]{Исцеляющее слово}

    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.Y2So9xXGJcssoHvu]{Героизм}

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.b4KBXMQmaKhefDIa]{Сон}

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.NKG2Qi9EF7hA2y1r]{Громовая волна}

    \n
  • \n
  • \n

    2-й круг (3 ячейки):

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.UB2oHWy4OR2LAwXx]{Невидимость}

    \n
    \n

    @Compendium[laaru-dnd5-hw.zaklinaniya.xSG5mIFLlHV59QiK]{Разбивающий звук}

    \n
  • \n
\n
\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Eew3hUuSjaKgToig","name":"Кольчужная рубаха","type":"equipment","img":"icons/equipment/chest/breastplate-metal-scaled-grey.webp","effects":[],"folder":null,"sort":500000,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Chain Shirt"},"core":{"sourceId":"Compendium.dnd5e.items.p2zChy24ZJdVqMSH"}},"system":{"description":{"value":"

Сделана из переплетённых металлических колец, её обычно носят между слоями одежды. Она худо-бедно защищает торс носителя и позволяет приглушить звон колец друг об друга благодаря внешним слоям одежды.

","chat":"","unidentified":""},"source":{"custom":"Chain Shirt"},"quantity":1,"weight":20,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HQCnlIQ1O6c2B2BS","name":"Дружба","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-friends.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"friends_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.1coIe155AENPmhFu"}},"system":{"description":{"value":"
\n
Пока длится заклинание, у вас преимущество ко всем проверкам Харизмы против одного существа на ваш выбор, если оно к вам не враждебно. Когда заклинание прекращает действовать, существо осознаёт, что вы с помощью магии манипулировали его настроением, и становится враждебно вам. Склонное к насилию существо может даже атаковать вас, но может отомстить вам и по-другому (по решению мастера), в зависимости от того, как вы с ним взаимодействовали.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"enc","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"немного грима, нанесенного на лицо при сотворении заклинания","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Hkt8OtKbkppgbruI","name":"Магическая рука","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-mage-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.1M9GjexjbsKc2XX9"}},"system":{"description":{"value":"
\n

Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nZLapXGioM4O5105","name":"Язвительная насмешка","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-vicious-mockery.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"vicious%20mockery_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.gFU5PqDl2Sr2nDuM"}},"system":{"description":{"value":"
\n

Вы обрушиваете тираду оскорблений, приправленных незаметными чарами, на существо, которое видите в пределах дистанции. Если цель может слышать вас (ей необязательно вас понимать, она должна пройти испытание Мудрости. При провале она получает [[/r 1d4]] психического урона и помеху к следующему броску атаки, который совершит до конца своего следующего хода.

\n

Урон заклинания увеличивается на [[/r 1d4]], когда вы достигаете 5-го ([[/r 2d4]]), 11-го ([[/r 3d4]]) и 17-го уровня ([[/r 4d4]]).

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d4"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"4oOUWeDW15tlC4jS","name":"Приворот гуманоида","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-charm-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.y1knTsuVW53HHO5F"}},"system":{"description":{"value":"
\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9brwpiaq5z2gDixN","name":"Исцеляющее слово","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-healing-word.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"healing%20word_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.KdRIoEZNCPWDo4jz"}},"system":{"description":{"value":"
\n
Выбранное вами существо, которое вы видите в преден лах дистанции, восстанавливает ПЗ в количестве  [[/r 1d4]] + модификатор вашей заклинательной характеристики. Заклинание не действует на нежить и конструкции
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, исцеление унели чивается на  [[/r 1d4]] за каждый круг ячейки выше 1 го
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GtggX8BAqWTFMlZp","name":"Героизм","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-heroism.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"heroism_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.8KG2OiY2zM24Ptbz"}},"system":{"description":{"value":"
 
\n
\n
Вы касаетесь согласного существа, наделяя его храбрстью. Пока длится заклинание, существо невосприимчиво к @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугу } и получает в начале каждого своего хода временные ПЗ в количестве, равном вашему модификатору заклинательной характеристики. Когда заклинание прекращает действовать, цель теряет все оставшиеся временные ПЗ, полученные от этого заклинания.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. 
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mKbGQWWKlYDqcrMC","name":"Сон","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-sleep.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sleep_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.RwxV2SrL7vjPmbHH"}},"system":{"description":{"value":"
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Заклинание погружает существ в магическую дрёму.
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Бросьте [[/r 5d8]]; результат укажет, на существ с каким суммарным количеством ПЗ влияет это заклинание.
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Существа в пределах 20 футов от выбранной вами точки в пределах дистанции подпадают под действие заклинания в порядке возрастания их текущих П3 (игнорируя существ @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{без сознания}).
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Начиная с существа с наименьшими текущими П3, каждое существо, попавшее под действие заклинания,  @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{теряет сознание}, пока длится заклинание. Существо приходит в сознание, если получает урон или кто-то использует действие, чтобы разбудить его. Вычитайте П3 каждого существа из результата броска, прежде чем перейти к следующему существу в порядке возрастания ПЗ. Количество ПЗ существа должно быть равно или меньше остатка результата, чтобы заклинание подействовало на это существо.
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На нежить и существ с невосприимчивостью к @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} это заклинание не действует.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, бросьте дополнительно [[/r 2d8]] за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка мелкого песка, лепестки розы или сверчок","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ydvrSFCUEM9Jkaf0","name":"Громовая волна","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-thunderwave.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thunderwave_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.GOJbIM3YyURkJKiw"}},"system":{"description":{"value":"
\n
От вас исходит волна громовой силы. Каждое существо в пределах 15-футового куба, исходящего от вас, должно пройти непытание выносливости. При провале существо получаеr [[/r 2d8]]  урона громом и его отталкивает прочь от васна 10 футов. При успехе существо получает половину урона и его не отталкивает.
\n
Кроме того, незакреплённые объекты, полностью находящиеся в области действия, автоматически отталкиваются на 10 футов прочь от вас, заклинание издает грохот грома, который слышно в пределах 300 футов
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, нспользуя ячейку 2-го круга или выше, урон увеличавается на [[/r 1d8]] за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Z26k2Lz5fQV0ZhKi","name":"Невидимость","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-invisibility.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.pKi6DsLOVt3W7mkZ"}},"system":{"description":{"value":"
\n
Существо, которого вы коснулись, становится @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимым}, пока длится заклинание. Все, что цель носит или держит, остаётся невидимым, пока оно у цели. Заклинание прекращает действовать для цели, если она атакует или творит заклинание.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 2-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"ресница в гуммиарабике","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qYr9s19vvUkNVWHE","name":"Разбивающий звук","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-shatter.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shatter_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.StyJlQFnsEqgBpC2"}},"system":{"description":{"value":"
\n
До боли громкий звон внезапно раздаётся из выбранной вами точки в пределах дистанции. Каждое существо в сфере радиусом 10 футов вокруг этой точки должно пройти испытание Выносливости. Оно получает [[/r 3d8]] урона громом при провале или половину этого урона при успехе. У существ, сделанных из неорганических материалов вроде камня, кристаллов или металла, помеха к этому испытанию.
\n
 
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Немагические объекты, кроме тех, что носят или держат, также получают урон, если находились в области заклинания.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 2-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"кусочек слюды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"wMYXHfXNg46n1iTb","name":"Стрелы","type":"consumable","img":"icons/containers/ammunition/arrows-quiver-black.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"arrow_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":{"0":""}},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.uJbpM5bn1N3gULaS"}},"system":{"description":{"value":"","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":20,"weight":0.05,"price":{"value":0.05,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false,"prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"type":"class","name":"Временный 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\n
\n
\n
Барды – одаренные поэты, рассказчики и артисты, которые повсюду путешествуют, но чаще всего находятся в тавернах или в веселых группах приключенцев, наемных бойцов и влиятельных покровителей.
\n
\n
\n
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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к попаданию, зона досягаемости 5 футов, одна цель.

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Попадание: 9 ([[/r 1d12 + 3]]) режущего урона.

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В начале своего хода берсерк может получить преимущество ко всем броскам атаки оружием в ближнем бою в этот ход, но в этом случае до начала его следующего хода все броски атаки по нему тоже получают преимущество.

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Грубо изготовлен из толстых и тонких шкур. Их обычно носят варвары, злые гуманоиды и прочие народы, у которых нет материалов для изготовления брони получше.

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Непредсказуемые берсерки из варварских земель объединяются в боевые отряды и ищут возможности сражаться везде, где могут.

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Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

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You have a swimming speed of 30 feet.

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Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to [[/r 1d6]] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a @item[shield|phb], a @item[club|phb], a @item[javelin|phb], or [[/r 1d4]] @item[dart|phb|darts] or @item[blowgun needle|phb|blowgun needles]. To use this trait, you need a blade, such as a @item[dagger|phb], or appropriate artisan's tools, such as @item[leatherworker's tools|phb].

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You can hold your breath for up to 15 minutes at a time.

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You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

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You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

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In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

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You can speak, read, and write Common and Draconic.

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Начиная с 1 уровня у вас есть значительный опыт изучения, отслеживания, охоты и даже общения с определённым видом врагов.

Выберите вид избранного врага: аберрации, великаны, драконы, звери, исчадия, конструкты, монстры, небожители, нежить, растения, слизи, феи или элементали. В качестве альтернативы вы можете выбрать в качестве избранных врагов две гуманоидные расы (например, гноллов и орков).

Вы совершаете с преимуществом проверки Мудрости (Выживание) для выслеживания избранных врагов, а также проверки Интеллекта для вспоминания информации о них.

Когда вы получаете это умение, вы также обучаетесь одному из языков, на котором говорит ваш избранный враг, если он вообще умеет говорить.

Вы дополнительно выбираете по одному избранному врагу и языку, связанному с ним, на 6 и 14 уровнях. Получая уровни, ваш выбор должен отражать чудовищ, с которыми вы уже сталкивались во время приключений.

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1st-level ranger @variantrule[optional class features|tce|optional feature], which replaces the Favored Enemy feature and works with the Foe Slayer feature

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by [[/r 1d4]].

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to [[/r 1d6]] at 6th level and to [[/r 1d8]] at 14th level.

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Вы очень хорошо знакомы с одним видом природной среды и имеете большой опыт путешествий и выживания в регионах с таким климатом. Выберите один вид известной местности: Арктика, болота, горы, леса, луга, побережье, Подземье или пустыня. Когда вы совершаете проверку Интеллекта или Мудрости, связанную с известной вам местностью, ваш бонус мастерства удваивается, если вы используете навык, которым владеете.

Путешествуя по избранной вами местности в течении часа или более, вы получаете следующие преимущества:

Вы можете выбрать дополнительную известную местность на 6 и 10 уровнях.

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1st-level ranger @variantrule[optional class features|tce|optional feature], which replaces the Natural Explorer feature

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny[–]

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

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You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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Рюкзак может вмещать один кубический фут или 30 фунтов снаряжения. К внешней стороне рюкзака можно пристегнуть такие предметы, как спальный мешок или моток верёвки.

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Рулон ткани, используемый путешественниками для ночлега.

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Жестяная коробочка, в которой есть чашка и простые столовые принадлежности. Крышку коробочки можно использовать как сковородку, а саму коробочку — как тарелку или неглубокую миску.

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Состоит из кремня, кресала и трут (обычно это сухая тряпка, пропитанная маслом). Используется для разжигания огня. На то, чтобы зажечь им факел или какое-то еще открытое горючее, требуется действие. На разжигание любого другого огня уйдет 1 минута.

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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Рационы состоят из обезвоженной пищи, подходящей для путешествий, включая вяленое мясо, сухофрукты, галеты и орехи.

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Мешок из цельной шкуры животного сшитый в закрытую камеру, предназначен для хранения до 4 пинт жидкости. В наполненном состоянии весит 5 фунтов; пинта воды равна примерно 1 фунту.

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У верёвки, сделанной из пеньки или шёлка, 2 хита, и её можно порвать проверкой Силы Сл 17.

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Сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

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Холщовая или кожаная сумочка, способная вместить до ⅕ кубического фута или 6 фунтов снаряжения. Также в ней могут поместиться 20 ядер для пращи или до 50 игл для трубки.

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Средних размеров клинок с прочной гардой и обтянутой кожей рукоятью. Универсальное оружие, которое компенсирует универсальностью то, что ему не хватает длины.

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Толстое древко из клеёного дерева с натянутой тетивой, способной выпускать смертоносные стрелы на большие расстояния.

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Spell Slots per Spell Level
LevelProficiency BonusFeatures
1st+2
Favored Enemy,
Favored Foe,
Favored Foe,
Natural Explorer,
Deft Explorer,
Deft Explorer
2nd+2
Martial Versatility,
Spellcasting,
Spell Versatility,
Spellcasting Focus,
Spellcasting Focus
22
3rd+2
Ranger Archetype,
Primeval Awareness,
Primal Awareness,
Primal Awareness
33
4th+2
Ability Score Improvement,
Proficiency Versatility,
Martial Versatility
33
5th+3
Extra Attack
442
6th+3
Favored Enemy and Natural Explorer improvements,
Deft Explorer Improvement
442
7th+3
Ranger Archetype feature
543
8th+3
Ability Score Improvement,
Proficiency Versatility,
Land's Stride
543
9th+46432
10th+4
Hide in Plain Sight,
Fade Away,
Nature's Veil,
Natural Explorer improvement,
Deft Explorer Improvement
6432
11th+4
Ranger Archetype feature
7433
12th+4
Ability Score Improvement,
Proficiency Versatility
7433
13th+584331
14th+5
Vanish,
Favored Enemy improvement
84331
15th+5
Ranger Archetype feature
94332
16th+5
Ability Score Improvement,
Proficiency Versatility
94332
17th+61043331
18th+6
Feral Senses
1043331
19th+6
Ability Score Improvement,
Proficiency Versatility
1143332
20th+6
Foe Slayer
1143332

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters[–]

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers[–]

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger[–]

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build[–]

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

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By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots.

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell @spell[animal friendship] and have a 1st-level and a 2nd-level spell slot available, you can cast @spell[animal friendship] using either slot.

Spells Known of 1st Level and Higher.

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability.

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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2nd-level ranger @variantrule[optional class features|tce|optional feature]

You can use a @item[druidic focus|phb] as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

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\n\t\t\t\t\n\t\t\t\t

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

\n\t\t\t
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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

@ActorEmbeddedItem[Re5zbpSyoAvyFS4Y][Gloom Stalker Magic]

@ActorEmbeddedItem[Re5zbpSyoAvyFS4Y][Dread Ambusher]

@ActorEmbeddedItem[Re5zbpSyoAvyFS4Y][Umbral Sight]

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Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells
Ranger LevelSpells
3rd@spell[disguise self]
5th@spell[rope trick]
9th@spell[fear]
13th@spell[greater invisibility]
17th@spell[seeming]
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At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the @action[Attack] action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra [[/r 1d8]] damage of the weapon's damage type.

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At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are @condition[invisible] to any creature that relies on darkvision to see you in that darkness.

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Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

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3rd-level ranger @variantrule[optional class features|tce|optional feature], which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger LevelSpell
3rd@spell[speak with animals]
5th@spell[beast sense]
9th@spell[speak with plants]
13th@spell[locate creature]
17th@spell[commune with nature]

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

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4th-level ranger @variantrule[optional class features|tce|optional feature]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

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You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

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Beginning at 5th level, you can attack twice, instead of once, whenever you take the @action[Attack] action on your turn.

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Мне есть что скрывать: многие поступки, которые я совершал, являются неприемлемыми в обществе других людей.","ideal":"Собственное благополучие. 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Безумное касание. Рукопашная атака заклинанием: +6 [[/r 1d20+6]] на попадание, дистанция 5 футов одна цель. Попадание: 17 [[/r 4d6+4]] урона психической энергией.

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","chat":"","unidentified":""},"source":{"custom":"MTF"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6 + @mod","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xBvfJBUBvpvfHE9P","name":"Шёпот безумия","type":"feat","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Шёпот безумия. Аллип выбирает до трёх существ которых он может видеть в пределах 60 футов от него. Каждая цель должна преуспеть в спасброске Мудрости Сл 14 или получить 7 [[/r 1d8+3]] урона психической энергией и совершить реакцией рукопашную атаку оружием по одному существу по выбору аллипа и которое он видит. Конструкты и нежить невосприимчивы к этому эффекту.

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","chat":"","unidentified":""},"source":{"custom":"MTF"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + 3","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IubQ0gfkrk5nCB3D","name":"Ошеломляющий вой","type":"feat","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Ошеломляющий вой (перезарядка 6). Каждое существо в пределах 30 футов от аллипа, которое может услышать его, должно совершить спасбросок Мудрости Сл 14. При провале цель получает 12 [[/r 2d8+3]] урона психической энергией, и она ошеломлена до конца следующего хода. В случае успеха он получает вдвое меньше урона и не ошеломлён. Конструкты и нежить невосприимчивы к этому эффекту.

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Бестелесное перемещение. Аллип может перемещаться сквозь других существ и предметы, как если бы они были труднопроходимой местностью. Он получает 5 [[/r 1d10]] урона силовым полем, если заканчивает ход внутри предмета.

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\n
\n

Когда кто-то узнаёт секрет, который был защищён могущественным существом при помощи проклятия,может появиться аллип. Секреты, защищённые таким образом, варьируются от истинного имени Лорда Демонов до скрытой сути космического порядка. Аллип знает секрет, но проклятие уничтожает его тело,оставляя только призрачное существо, сотканное из фрагментов души жертвы и переполняющей психической агонии.

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Богохульные секреты. Каждого аллипа разрушает ужасающая правда, которая мучает остатки его разума. В присутствии других существ аллип старается облегчить свою ношу и поделиться своим секретом. Аллип может поделиться только фрагментом рокового знания, но и этой части достаточно,чтобы заставить получателя на время обезуметь.Выжившие после нападения аллипа иногда подвергаются импульсу узнать больше о том, что сказало это чудовище. Загадочные фразы отдаются эхом в их сознаниях, и странные видения замещают их сны.Ощущение того, что какое-то колоссальное знание находится совсем рядом, но они просто не могут его вспомнить мучает их днями, месяцами и иногда даже годами после встречи.

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Коварные знания. Аллип может попытаться поделиться своим знанием, чтобы избавиться от проклятия и перейти в посмертие. Аллип может передать знание из своего разума другому существу, заставив его записать всё, что аллип знает. Процесс занимает дни и даже недели. Аллип может достигнуть своей задачи скрываясь в кабинете или мастерской учёного. Если аллип остаётся незамеченным, его жертва переполняется маниакальной энергией. Учёный, которого неожиданные прозрения заставляют работать день и ночь, создаёт целые манускрипты текста, не помня, о чём конкретно он писал. Если аллип преуспевает, то он уходит из мира, и его ужасающий секрет прячется где-то в глубине записей учёного, пока его не обнаружит следующая жертва.

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Природа нежити. Аллипу не нужен воздух, еда, питьё или сон.

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Вампир совершает две атаки, только одна из которых может быть укусом. 
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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одно согласное существо или существо, которое захвачено вампиром, @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведено из строя} или @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвиженно}.
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Попадание: 6 ([[/r 1d6 + 3]]) колющего урона плюс 7 ([[/r 2d6]]) некротического урона. Максимум ПЗ цели уменьшается на число, равное полученному некротическому урону, а вампир восстанавливает такое же количество ПЗ. Уменьшение максимума ПЗ длится до тех пор, пока цель не завершит долгий отдых. Цель умирает, если этот эффект уменьшает её максимум ПЗ до 0.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"],["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jkmzaHTlefR8FNza","name":"Когти","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Атака оружием в ближнем бою:  [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одно существо.
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Попадание: 8 ([[/r 2d4 + 3]]) режущего урона. Вместо нанесения урона вампир может @Compendium[laaru-dnd5-hw.dejstviya.9pRn7Msx48S9X8KM]{захватить}цель (СЛ освобождения 13). 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0bXHPTHSXwu5LVQW","name":"Регенерация","type":"feat","img":"icons/skills/wounds/anatomy-organ-heart-red.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Вампир восстанавливает 10 ПЗ в начале своего хода, если у него есть хотя бы 1 ПЗ и он не находится на солнечном свету или в текущей воде. Если вампир получает лучистый урон или урон от Святой воды, эта особенность не действует в начале следующего хода вампира. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lj5RZkFhB8kMe1hd","name":"Паучьи лапы","type":"feat","img":"icons/creatures/invertebrates/spider-beetle-runed-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Вампир может лазать по труднодоступным поверхностям, в том числе по потолку. Проверка характеристики для этого не требуется. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bhsf5NSfrCc6XowL","name":"Слабости вампира","type":"feat","img":"icons/magic/control/encase-creature-monster-hold.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Вампир обладает следующими слабостями:

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":1900000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.9dmDJDLWtvtihCks"}},"system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +2"},"hp":{"value":82,"max":82,"temp":null,"tempmax":null,"formula":"11d8 + 33"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
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«Я древний, я сама земля! Моё происхождение затеряно во тьме прошлого. Я был воином, добрым и справедливым, Я карал неправедных, словно гнев бога правосудія, но годы войны и убийств сточили мою душу, как ветер стачивает камень в песок».

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- граф Страд фон Зарович

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Вампиры, обитатели вечной ночи, тянутся к живым, которыми сами они уже перестали быть, чтобы утолить голод их кровью. Вампиры избегают солнечного света, так как он их обжигает. Они не отбрасывают тени, и у них нет отражения, поэтому вампиры, желающие оставаться среди живых незамеченными, держатся в тени и подальше от отражающих поверхностей.

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Тёмные желания. Вне зависимости от того, помнит ли вампир свою прошлую жизнь, его эмоциональные привязанности усыхают, а чистые чувства искажаются, ведь он стал нежитью. Любовь становится одержимостью, а дружба — горькой завистью. Вместо эмоций вампир гонится за физическим воплощением желаемого, так что вампир, желающий любви, может ухлёстывать за молодой красоткой. Ребёнок может привлечь внимание вампира, одержимого молодостью и потенциалом. Другие окружают себя предметами искусства, книгами или зловещими вещами, такими как пыточные приспособления и трофеи с убитых жертв.

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Рождающиеся в смерти. Большинство жертв вампира становятся вампирскими отродьями — прожорливыми существами с вампирской жаждой крови, которые подчиняются создавшему их вампиру. Если настоящий вампир позволит отродью отпить крови из своего тела, отродье станет истинным вампиром, не подчиняющимся хозяину. Мало какой вампир добровольно откажется от такой власти над своим отродьем. Вампирское отродье также обретает свободу воли, если его создатель будет уничтожен.

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Прикованные к могиле. Каждый вампир связан со своим гробом, склепом или местом захоронения, в котором вынужден отдыхать днём. Если вампир не был полноценно погребён, он должен лежать под футом земли в месте, в котором он стал нежитью. Вампир может переместить своё захоронение, перевезя гроб или значительное количество могильной земли в другое место. Некоторые вампиры так устраивают себе несколько мест для отдыха.

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Природа нежити. Вампиры и вампирские отродья не нуждаются в воздухе.

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Логово ВАМПИРА Вампир устраивает логово в большом, но удобном для обороны месте. Это может быть замок, укреплённый особняк или монастырь за высокими стенами. Свой гроб он прячет в подземном склепе или убежище, которое охраняют вампирские отродья или другие верные слуги ночи.

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ВАМПИРЫ — ПЕРСОНАЖИ ИГРОКОВ
Игровые параметры персонажей игроков, превращённых в вампирских отродий, а после в истинных вампиров, не меняются, за исключением того, что значения Силы, Ловкости и Выносливости персонажа становятся равны 18, если только уже не были выше. Кроме того, персонаж получает типичные для вампира устойчивости к урону, ночное зрение, особенности и действия. Броски атаки и урона для атак вампира связаны с Силой, СЛ испытаний против Обворожения равна 8+ бонус умения вампира + модификатор Харизмы вампира. Мировоззрение персонажа становится принципиальным злым. Мастер может взять на себя управление этим персонажем, пока вампиризм не будет отменён заклинанием @Compendium[laaru-dnd5-hw.zaklinaniya.3DmrqW87SyWdaa8T]{Желание} или пока персонажа не убьют и не воскресят
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Страд Фон Зарович
Выдающийся мыслитель и умелый воин при жизни, Страд фон Зарович сражался за свой народ в бесчисленных битвах. Когда война и убийства лишили его юности и сил, он поселился в уединённой долине Баровии. Он воздвиг замок на пике скалы, из которого обозревал свои земли. Брат Сергей поселился вместе с ним в замке Рейвенлофт, став советником и постоянным спутником Страда.
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В своём брате Страд видел всё, что сам потерял. Сергей был молод и красив, а Страд — стар и покрыт шрамами. Их взаимоотношения были пропитаны обидой, в конечном счёте превратившейся в ненависть. Возлюбленная Страда Татьяна ушла от него к Сергею, дав клятву выйти за него замуж. В отчаянной попытке завоевать сердце Татьяны Страд заключил сделку с тёмными силами, сделавшими его бессмертным. На свадьбе Сергея и Татьяны он бросил вызов брату и убил его. Татьяна же убежала и сбросилась со стен Рейвенлофта. Стражники Страда увидели, в какое чудовище он превратился, и расстреляли его из луков, но он не погиб. Он стал вампиром- первым вампиром, как утверждают многие мудрецы.
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За долгие века стремление Страда к жизни и молодости лишь усилилось. Он бродит по темному замку, проклиная живых за то, что они обокрали его, и не винит себя при этом в разыгравшейся трагедии.
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","public":""},"alignment":"нейтральная злая","race":null,"type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Underdark, Urban","cr":5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["necrotic","physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"the languages it knew in 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Bandit","type":"npc","img":"resources/storms-lord-wrath/tokens/bandit.png","items":[{"_id":"TmGIIsiA2qAOxY0R","name":"Кожаный доспех","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"
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Нагрудник и наплечники этого доспеха сделаны из кожи, которая была упрочнена путем вываривания в масле. Остальные части доспехов сделаны из более мягких и гибких материалов.

\n
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Атака оружием в ближнем бою: [[/r 1d20+3]] (+3) к броску, зона досягаемости 5 футов, одно существо.

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Попадание: 4 ([[/r 1d6 + 1]]) режущего урона.

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Дистанционная атака оружием: [[/r 1d20+4]] (+4)  к броску, дистанция 30/120 футов, одна цель.
Попадание: 5 ([[/r 1d6 + 2]]) колющего урона. 
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\n

Бандиты собираются в шайки, которые возглавляют головорезы, ветераны или заклинатели. Не все бандиты злы. Угнетения, засуха, эпидемия или голод могут подтолкнуть самых честных жителей на большую дорогу.

\n

 

\n

Пираты - это бандиты открытых морей. Они могут быть флибустьерами, заинтересованными лишь в сокровищах и убийствах, или каперами, которым правитель разрешил нападать на суда вражеской страны с целью грабежа.

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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к попаданию, зона досягаемости 5 футов, одна цель.

\n

Попадание: 9 ([[/r 1d12 + 3]]) режущего урона.

\n
 
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В начале своего хода берсерк может получить преимущество ко всем броскам атаки оружием в ближнем бою в этот ход, но в этом случае до начала его следующего хода все броски атаки по нему тоже получают преимущество.

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Грубо изготовлен из толстых и тонких шкур. Их обычно носят варвары, злые гуманоиды и прочие народы, у которых нет материалов для изготовления брони получше.

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Непредсказуемые берсерки из варварских земель объединяются в боевые отряды и ищут возможности сражаться везде, где могут.

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Средних размеров клинок с прочной гардой и обтянутой кожей рукоятью. Универсальное оружие, которое компенсирует универсальностью то, что ему не хватает длины.

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Небольшой арбалет с деревянным древком и натянутым шнуром, способен выпускать болты, пробивающие даже тяжелую броню на близком расстоянии.

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Хитрое действие. Каждый ход вор может бонусным действием совершить Рывок, Отход или Засаду.

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УвёртливостьЕсли вор попадает под действие эффекта, который позволяет совершить спасбросок Ловкости, чтобы получить половину урона, вор не получает урона при успехе и половину урона при провале.

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Скрытая атака (1/ход). Вор наносит дополнительный урон 14 [[/r 4d6]], когда попадает по цели оружием и имеет преимущество на бросок атаки или когда цель в пределах 5 футов от союзника вора, являющегося дееспособным и у вора нет помехи к броску атаки.

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Невероятное уклонение. Вор уменьшает вдвое урон от попавшей по нему атаки. Вор должен видеть нападавшего.

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Сделан из плотной, но гибкой кожи и усилен частыми заклёпками или шипами.

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Мультиатака. Вершитель совершает две атаки: одну когтями и одну укусом.

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Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might \"retire\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.

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Виверна совершает две атаки: Одну укусом и одну жалом. В полёте она может использовать когти вместо одной из атак. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eyGWWzZ9V6FhKiPK","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 10 футов, одно существо.
\n
Попадание: 11 ([[/r 2d6 + 4]]) колющего урона.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"s7rbvL9KcSMhGcQz","name":"Когти","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою:  [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 13 ([[/r 2d8 + 4]]) режущего урона. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sZePBeSTRdNGZi1t","name":"Жало","type":"weapon","img":"icons/creatures/abilities/fang-tooth-venomous.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 10 футов, одно существо.
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Попадание: 11 ([[/r 2d6 + 4]]) колющего урона. Цель должна пройти испытание Выносливости со СЛ 15, получая 24 ([[/r 7d6]]) урона ядом при провале или половину этого урона при успехе.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","piercing"],["7d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"str"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":300000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.SPb8S9ZEOVkYXh16"}},"system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +3"},"hp":{"value":110,"max":110,"temp":null,"tempmax":null,"formula":"13d10 + 39"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":80,"swim":null,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Путники в дикой местности иногда могут увидеть в небе темнокрылый силуэт виверны, несущей добычу. Эти родственники великих драконов охотятся в таких же густых лесах и пещерах, что и их старшие собратья. Каждое их появление вызывает тревогу на границах цивилизации.

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У виверны есть две чешуйчатые лапы, кожистые крылья и мускулистый хвост, заканчивающийся самым опасным оружием виверны: ядовитым жалом. Этот яд может убить существо за считаные секунды. Невероятно сильный яд виверны потоком огня пробегает по венам жертвы, уничтожая сосуды и артерии на пути к сердцу. Но хотя виверны и крайне опасны, охотники и искатели приключений часто выслеживают их из-за этого яда, который используется в алхимии и которым покрывают оружие.

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Летающие охотники. Виверна сражается на земле, если только до жертвы больше никак не добраться или если её заманили в такое место, где летать невозможно. В таком случае виверна низко припадает к земле, удерживая жало над головой, а сама шипит и рычит.

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Агрессивные и отчаянные. Виверна отказывается от добычи, только если получит серьезное ранение, если жертва очень долго остаётся вне досягаемости или рядом появляется более лёгкая цель. Если она загонит существо в убежище, в которое сама не сможет попасть, то будет сторожить у входа, атакуя жалом при каждой удобной возможности. Виверны умнее обычных животных, но у них нет выдающегося интеллекта их родичей-драконов. Поэтому существа, сохраняющие хладнокровие, пока виверна охотится на них с воздуха, могут её избежать или обхитрить. Виверны гонятся за жертвой прямиком, не думая о возможных засадах.

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Приручённые виверны. Виверну можно приручить и использовать как скакуна, но это сложное и смертельно опасное занятие. Лучше всего начинать дрессировку сразу после вылупления из яйца. Однако жестокий характер виверн стоил жизни многим из тех, кто хотел их объездить.

\n
\n
","public":""},"alignment":"без мировоззрения","race":null,"type":{"value":"dragon","subtype":"","swarm":"","custom":""},"environment":"Hill, 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аномалия / Water Weird","type":"npc","img":"resources/storms-lord-wrath/tokens/water-anomaly.png","items":[{"_id":"oLnlsYBoDAB1DzmT","name":"Сдавливание","type":"weapon","img":"icons/creatures/reptiles/serpent-horned-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 10 футов, одно существо.
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Попадание: 13 ([[/r 3d6 + 3]]) дробящего урона.
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Если цель размером не больше среднего, она @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена} (сл освобождения 13) и притягивается на 5 футов к водной аномалии. Пока длится захват, цель @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижена}, водная аномалия пытается ее утопить, также аномалия не может сдавить другую цель.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NGPlyx1SIJxqaPzi","name":"Невидимость в воде","type":"feat","img":"icons/magic/water/wave-water-explosion.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Водная аномалия @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидима}, пока полностью погружена в воду.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"XJQYoGClDhZc9Uak","name":"Связь с водой","type":"feat","img":"icons/magic/water/tendrils-ice-thorns.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
Водная аномалия умирает, если покидает воду, к которой привязана, или если эту воду уничтожить. 
\n
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«Прежде чем пить из фонтана или пруда, брось туда монетку. Эта мелочь может спасти тебе жизнь».

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- второе правило выживания в подземельях Мистика Икс

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Водная аномалия — это элементаль-страж, привязанный к конкретному месту, заполненному водой, например бассейну или фонтану. Её змеевидное тело невидимо, пока погружено в воду, но становится видимым, когда поднимается для атаки. Водная аномалия сдавливает своими кольцами всех, кроме того, кто ее призвал, и тех, кого призвавший сказал не трогать. Если её убить, водная аномалия становится обычной лужей воды.

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Добрые и злые аномалии. Как и большинству элементалей, водной аномалии чужды понятия добра и зла. Однако водная аномалия, привязанная к священному или осквернённому источнику воды, перенимает характер этого места, становясь нейтральной доброй или нейтральной злой.

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Нейтральная добрая аномалия пытается скорее отпугнуть чужаков, не убивая их, а нейтральная злая аномалия убьёт жертв ради забавы и может даже восстать против призвавшего её. Водная аномалия теряет злое мировоззрение, если вода будет очищена заклинанием очищение еды и питья.

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Природа элементаля. Водной аномалии не нужны воздух, еда, питьё и сон.

\n
\n
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Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Na3J1vk7CVtdudtw","name":"Мелкие фокусы","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Rznuf8uwXcGnViPN","name":"Огненный снаряд","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"}},"system":{"description":{"value":"
\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

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Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Y9PaCqAbGHjoGDk8","name":"Свет","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
\n

Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xCaud9mSWTVeSXJO","name":"Волшебная стрела","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-magic-missile.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.1h3QcOL92BwKyc1p"}},"system":{"description":{"value":"
 
\n
\n
Вы создаёте три светящихся стрелы из магической силы. Каждая стрела поражает выбранное вами существо в пределах дистанции, которое вы видите. Каждая стрела наносит цели [[/r 1d4 + 1]] урона силой. Все три стрелы поражают цели одновременно, вы можете направить их как в одно существо, так и в несколько разных. 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, заклинание создаёт по дополнительной стреле за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RZ9JYalVDI9Ga6vi","name":"Магический доспех","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-mage-armor.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"name":"Mage Armor","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.93S1tDgEo5QcLBts"}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу, которое не носит броню, и его окружит защитное магическое поле, пока длится заклинание. Базовый КБ цели становится равным 13 + её модификатор Ловкости. Заклинание прекращает действовать, если цель надевает броню или если вы прекратите заклинание, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"клочок выделанной кожи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vN8zkag7aKT8UqgJ","name":"Обнаружение магии","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-detect-magic.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.H3WuyfNwKNvODPL6"}},"system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

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Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PBIDNbooOHjQ2YuC","name":"Щит","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":true,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":true,"name":"Shield","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.NbtiyeIQy6dIKQdh"}},"system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xXtG1mRs1PClgME5","name":"Внушение","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"}},"system":{"description":{"value":"
\n

Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к  @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

\n

Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

\n

Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

\n

Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"b2j1IuM80xgr4z5Z","name":"Туманный шаг","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"}},"system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Cvd3OjgOpV486aIa","name":"Контрзаклинание","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"}},"system":{"description":{"value":"
\n

Вы пытаетесь помешать другому существу сотворить заклинание. Если существо творит заклинание 3-го круга или ниже, оно не срабатывает. Если это заклинание 4-го круга или выше, пройдите проверку вашей заклинательной характеристики. Сл равна 10+ круг вражеского заклинания. При успехе заклинание существа не срабатывает.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, заклинание существа не срабатывает, если его круг не превышает круга использованной вами ячейки.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CMm2Sb803ruBbTzB","name":"Огненный шар","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"}},"system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pnIFaCH3efaZHt5H","name":"Полёт","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 3-го.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GjkcmxA1xKgJvGX9","name":"Высшая невидимость","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-greater-invisibility.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"greater%20invisibility_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.d75URPEiauhI4Hvm"}},"system":{"description":{"value":"
\n
Вы или существо, которого вы коснулись, становитесь @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимы }, пока длится заклинание. Всё снаряжение, которое цель носит или держит, также @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимо }, пока оно у цели.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"w3jDKWJGNHrjwg0x","name":"Ледяная буря","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
\n
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\n
Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[{"_id":"k7HSc360ukI81hbY","changes":[{"key":"system.attributes.ac.calc","mode":5,"value":"mage","priority":null}],"disabled":true,"duration":{"startTime":0,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-mage-armor.webp","origin":"Compendium.world.chudovisha.gyj3T5L4o1RNaXRl.Item.RZ9JYalVDI9Ga6vi","transfer":false,"flags":{},"tint":null,"name":"Магический доспех","description":"","statuses":[]},{"_id":"dNdepUVjmy436QLl","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":null}],"disabled":true,"duration":{"startTime":0,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","origin":"Compendium.world.chudovisha.gyj3T5L4o1RNaXRl.Item.PBIDNbooOHjQ2YuC","tint":null,"transfer":false,"flags":{},"name":"Щит","description":"","statuses":[]}],"folder":"yzWdSjBXdGnSWFFi","sort":550000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.gyj3T5L4o1RNaXRl"}},"system":{"abilities":{"str":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":40,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"
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\n

Маги тратит жизнь на изучение и применение магии. Добрые маги служат советниками при аристократах и правителях, а злые живут в уединении и творят жуткие эксперименты.

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 Крокодил совершает две атаки: одну укусом и одну хвостом. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6nMw5xfRDk0lAXED","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
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Атака оружием в ближнем бою: [[/r 1d20+8]] (+8) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 21 ([[/r 3d10 + 5]]) колющего урона, и цель @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена } (СЛ освобождения 16). Пока длится захват, цель @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижена}, а крокодил не может укусить другую цель. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"fFU85NjilO7zp3K0","name":"Хвост","type":"weapon","img":"icons/skills/wounds/injury-pain-impaled-hand-blood.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
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Атака оружием в ближнем бою: [[/r 1d20+8]] (+8) к броску, зона досягаемости 10 футов, одна цель, не захваченная крокодилом.
\n
Попадание: 14 ([[/r 2d8 + 5]]) дробящего урона. Если цель — существо, оно должно пройти испытание Силы co СЛ 16, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"str"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"enSKZNemtlJupgKh","name":"Задержка дыхания","type":"feat","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Крокодил может задерживать дыхание до 30 минут. 

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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 10 футов, одно существо.
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Попадание: 11 ([[/r 2d6 + 4]]) колющего урона. 
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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одно существо.
\n
Попадание: 13 ([[/r 2d8 + 4]]) дробящего урона, и цель @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена} (СЛ освобождения 16). Пока длится захват, существо @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижено}, а удав не может Сдавить другую цель.
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Гидра совершает столько атак укусом, сколько у неё голов, 
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Атака оружием в ближнем бою: [[/r 1d20+8]] (+8) к броску, зона досягаемости 10 футов, одна цель.
\n
Попадание: 10 ([[/r 1d10 + 5]]) колющего урона.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vnrPTEkM3N7ZSkry","name":"Задержка дыхания","type":"feat","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Гидра может задерживать дыхание до 1 часа. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NVZlkV7gD2ejzOTX","name":"Многочисленные головы","type":"feat","img":"icons/magic/defensive/illusion-evasion-echo-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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У гидры пять голов. Пока у гидры больше одной головы, у неё преимущество к испытаниям против @Compendium[laaru-dnd5-hw.sostoyaniya.JBEii8TGJiUu9cn2]{глухоты}, @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испуга}, @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожения}, @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{потери сознания}, @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{слепоты} и @Compendium[laaru-dnd5-hw.sostoyaniya.OviWCQAGcXISdTbj]{шока}.

\n

Если гидра за один ход получает 25 или больше урона, одна из её голов умирает. Если умрут все головы, умирает и гидра.

\n

В конце своего хода гидра отращивает по две головы за каждую голову, умершую с конца ее предыдущего хода, если только она не получала за это время урон огнём. За каждую выросшую таким образом голову гидра восстанавливает по 10 ПЗ. 

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 За каждую голову после первой гидра получает дополнительное @Compendium[laaru-dnd5-hw.dejstviya.mMwkUE20bEfKeetq]{ответное действие}, которое можно использовать только для совершения @Compendium[laaru-dnd5-hw.dejstviya.VYUx2EEt4eJxOamp]{внеочередных атак}. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TO9hkXXM67hsXXmX","name":"Неусыпная","type":"feat","img":"icons/creatures/eyes/lizard-single-slit-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Когда гидра спит, как минимум одна её голова бодрствует. 
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\n
\n

Гидра -  это жуткая рептилия с телом крокодила Гидра и множеством голов на длинных змеевидных шеях. Эти головы можно отрубить, но гидра магически быстро отращивает их заново. У типичной особи пять голов.

\n

На заре времён Тиамат, Королева Злых Драконов, убила соперницу — божество драконов по имени Лернея — и разлила её кровь по всей мультивселенной. Каждая капля, упавшая на мир, породила многоглавую гидру, одержимую голодом, сила которого сравнима лишь с ненавистью павшего божества. Прославленные герои часто испытывают свою стойкость в битвах с этими жуткими существами.

\n

Ненасытный голод. Гидра — алчное и прожорливое существо, она хватает жертву и рвёт её на части. Когда гидра переловит всю добычу и распугает тех, кто может её избежать, она отправляется искать пищу в другом месте. Голод гидры так велик, что, если его не утолить, она обернётся против себя и её головы сожрут её саму заживо.

\n

Стойкие обитатели вод. Гидры — прекрасные пловцы, они живут в реках, на берегах озёр, на мелководье океана и в топях болот. Гидрам редко требуется защита от непогоды, поэтому обычно они не строят логовищ. Только в холодном климате гидры ищут укрытие в пещерах и развалинах.

\n

Когда гидра спит, как минимум одна из её голов остаётся бодрствовать, так что её сложно застигнуть врасплох.

\n
\n
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At the end of each of the troll's turns, each creature within 5 feet of it takes 11 ([[/r 2d10]]) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.

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Укус. Рукопашная атака оружием: +5 [[/r 1d20+5]] к попаданию, досягаемость 5 фт., одна цель. Попадание: 8 [[/r 1d10+3]] колющий урон.

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Когти. Рукопашная атака оружием: [[/r 1d20+5]] к попаданию, досягаемость 10 фт., одна цель. Попадание: 12 [[/r 2d8+3]] рубящий урон. 

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\n

Мультиатака. Вершитель совершает две атаки: одну когтями и одну укусом.

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Rot Troll.

A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations.

Trolls.

Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.

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Попадание: 5 ([[/r 1d6 + 2]]) дробящего урона. 

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Тактика стаи. У головореза преимущество к броскам атаки по существу, если хоть один союзник головореза находится В пределах 5 футов от существа и @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{не выведен из строя}.

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Кожаный доспех сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

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\n
Атака оружием в ближнем бою: [[/r 1d20+3]] (+3) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 4 ([[/r 1d6 + 1]]) дробящего урона.
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\n
Если урон снижает ПЗ зомби до 0, он должен пройти испытание Выносливости со СЛ 5+ полученный урон, если только это не лучистый урон или не урон от критического удара. При успехе у зомби остаётся 1 ПЗ. 
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\n
\n
\n

«Как Бик умер, мы сотворили на его труп заклинание оживление мертвецов. Было весело, но потом он начал отвратительно вонять, так что мы облили его маслом и подожгли, Бак счёл бы это забавным».

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-Фонкин Ходдипик про дружбу

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Зомби. Откуда-то из темноты доносится гортанный стон. Вскоре становится видно и тело, подволакивающее одну ногу и поднявшее раздутые руки с переломанными пальцами. Зомби приближается, намереваясь убить всех, кто не успеет от него убежать.

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Тёмные слуги. Зловещая магия некромантии пронизывает останки мертвецов и заставляет их подниматься в виде зомби, слушающихся создателя и не знающих ни страха, ни сомнения. У них неровная, дёрганая походка, одеты они в гниющие останки того, в чём были похоронены, и их окружает вонь разложения.

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Большая часть зомби создаётся из останков гуманоидов, но подобием жизни можно наполнить плоть и кости любого когда-то живого существа. Зомби оживляет магия некромантии, чаще всего в виде заклинаний. Некоторые зомби восстают спонтанно, когда какоето место насыщается тёмной магией. Став зомби, существо может вернуться к жизни только благодаря очень мощной магии, такой как заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.j7V863f3Rn7CqxhJ]{Воскрешение}.

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У зомби не остаётся ничего от его прошлой личности. У него нет ни мыслей, ни воображения. Зомби, оставле без приказов, просто стоит на месте и гниёт, пока рядом не окажется кто-нибудь, кого он сможет убить. Магия, оживляющая зомби, делает его таким злым, что, оставшись без цели, он атакует всех встречных живых существ.

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Кошмарные тела. Зомби выглядят так же, как при жизни, но с ранами, убившими их. Однако магия, создающая этих отвратительных существ, часто действует не сразу. Мёртвые воины могут встать на полях сражений, лишившись внутренностей и раздувшись за несколько дней, проведенных на солнце. Грязный труп крестьянина может выкопаться из-под земли, изъеденный червями и личинками, зомби может всплыть на берегу или вылезти из болота, распухнув за несколько недель, проведённых в воде.

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Бездумные солдаты. Зомби идут к врагу кратчайшим путём, не принимая в учет препятствия, тактику и опасную местность. Зомби может войти в быструю реку, чтобы поймать врага, стоящего на другом берегу, но его снесёт течением и размажет о камни. Чтобы поймать врага, стоящего внизу, зомби может шагнуть в открытое окно. Зомби без тени сомнения забредают в ревущее пламя, лужи кислоты и шипы на полу.

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Зомби может следовать простым приказам и отличать друзей от врагов, но его способности к суждению позволяют лишь тащиться в указанном направлении, круша всех врагов по пути. Зомби с оружием в руке будет его использовать, но не поднимет оружие или инструмент, лежащие на земле, пока ему не прикажут.

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Природа нежити. Зомби не нуждается в воздухе, еде, питье и сне.

\n
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\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d8 + 3]]) колющего урона плюс 7 ([[/r 2d6]]) урона огнём. 
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Гончая выдыхает лед В 15-футовом конусе. Все существа в этой области должны пройти испытание Ловкости со СЛ 12, получая 21 ([[/r 6d6]]) урона холодом при провале или половину этого урона при успехе.
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\n

У адской гончей преимущество к проверкам Мудрости (Внимание), основанным на слухе или нюхе. 

\n
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У адской гончей преимущество к броскам атаки по существу, если хоть один союзник гончей находится В пределах 5 футов от существа и не @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведен из строя}. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":1150000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.8UwIz6jiXyBanr2p"}},"system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +4"},"hp":{"value":45,"max":45,"temp":null,"tempmax":null,"formula":"7d8 + 14"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Адские гончие — чудовищные огнедышащие бестий, имеющие облик сильных псов, — встречаются на полях сражений Ахерона и по всем Нижним планам. На Материальном плане адских гончих чаще всего можно увидеть в услужении у дьяволов, огненных великанов и других злых существ, использующих их как сторожевых животных и спутников.

\n

Жгучий голод. Адские гончие охотятся стаями, питаясь всеми существами, которые выглядят съедобными. Они избегают потенциально опасных врагов, предпочитая кусать и сжигать заживо слабую добычу. Они проявляют суровую решительность и преследуют жертв до конца. Когда адская гончая питается, съеденная плоть насыщает горящее внутри неё адское пламя. Когда гончая умирает, это пламя пожирает её труп, окутывая клубами дыма и тлеющими углями и оставляя лишь обгорелые Клочки чёрного меха.

\n

Зло до глубины души. Адские гончие умнее обычных животных, а благодаря принципиальной сущности они хорошо выполняют приказы. Однако из-за злой натуры они всегда вырастают безжалостными убийцами. Если адской гончей не позволять творить зло, она покинет владельца, а то и вовсе обратится против него.

\n
\n
","public":""},"alignment":"принципиально злая","race":null,"type":{"value":"fiend","subtype":"","swarm":"","custom":""},"environment":"Mountain, Underdark","cr":3,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["cold"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom","infernal"],"custom":"understands Infernal but can't speak 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голем / Stone Golem","type":"npc","img":"resources/storms-lord-wrath/tokens/stone-golem.png","items":[{"_id":"qLQ19uExco2L1AK5","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Голем совершает два крушащих удара. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"iMrqpGrUpyqpzbWf","name":"Крушащий удар","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+10]] (+10) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 19 ([[/r 3d8 + 6]]) дробящего урона. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"mgc":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xAfGC5y5p71LxhAe","name":"Замедление (перезарядка 5-6)","type":"feat","img":"modules/laaru-dnd5-hw/icon/feat/phb-athlete.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}}},"system":{"description":{"value":"
\n
Голем выбирает целью одно или несколько существ, которых видит в пределах 10 футов от себя. Все цели должны пройти испытание Мудрости со СЛ 17 против этой магии. При провале цель не может использовать @Compendium[laaru-dnd5-hw.dejstviya.mMwkUE20bEfKeetq]{ответные действия}, её скорость уменьшается вдвое и она не может совершать более одной атаки за свой ход. Кроме того, цель может в свой ход использовать либо действие, либо бонусное действие, но не оба. Эти эффекты длятся 1 минуту. Цель может повторять это испытание В конце каждого своего хода. При успехе эффект для него прекращается.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"con"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pJfl3RrCyqg8AWRU","name":"Неизменяемая форма","type":"feat","img":"icons/magic/unholy/orb-beam-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Голем невосприимчив ко всем заклинаниям и эффектам, изменяющим его форму. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KeaaeLe7JnBGa1l3","name":"Устойчивость к магии","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
У голема преимущество к испытаниям против заклинаний и других магических эффектов.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"JEy30tS9Wbol7Fy6","name":"Магическое оружие","type":"feat","img":"icons/weapons/swords/sword-runed-glowing.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Атаки оружием голема — магические. 
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\n
\n

Каменный голем

\n

Каменных големов вытесывают из камня в виде высоких впечатляющих статуй. У большинства из них человекоподобные тела, но скульптор может придать им любую форму, какую пожелает. Древние каменные големы, которые стоят в запертых склепах или по бокам от дверей, ведущих в затерянные города, иногда имеют облик гигантских животных.

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Как и прочие виды големов, каменные практически неуязвимы для заклинаний и обычного оружия. Существа, сражающиеся с каменным големом, чувствуют, как время вокруг них замедляется, словно они сами из камня.

\n

Големы

\n

Големов изготавливают из распространённых материалов — глины, плоти и костей, железа или камня, — но они обладают потрясающей силой и прочностью. У голема нет амбиций, ему не нужно питаться, он не чувствует боли и не знает пощады. Это неудержимый разрушитель, который существует лишь для исполнения приказов, он защищает создателя или атакует согласно его указаниям.

\n

Чтобы создать голема, нужна книга голема (смотрите «Руководство мастера подземелий»). Подробные иллюстрации и инструкции описывают весь процесс создания големов определённого вида.

\n

Стихийный дух в материальном теле. Создание голема начинается с создания его тела, что требует мастерства в лепке, обработке камня, работе с железом или хирургии. Иногда голема создаёт сам знаток этих ремёсел, но гораздо чаще тот, кто желает создать голема, вынужден прибегать к услугам мастеров.

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Получив тело из глины, плоти, железа или камня, создатель голема вселяет в него дух со Стихийного плана Земли. Эта крохотная искра жизни не обладает воспоминаниями, собственной личностью или предысторией. Это просто сила, которая заставляет тело перемещаться и повиноваться. Процесс привязывает дух к искусственно созданному телу и подчиняет его воле создателя.

\n

Нестареющие стражи. Големы могут охранять священные места, склепы и сокровищницы даже после смерти создателей, выполнять порученные задачи целую вечность, игнорируя физические повреждения и практически все заклинания, кроме самых сильных.

\n

Вместе с големом можно создать особый амулет или другой предмет, позволяющий его владельцу контролировать голема. Так големы, чьи создатели уже умерли, могут быть подчинены новым хозяевам.

\n

Слепое подчинение. Когда создатель или хозяин отдаёт команду, голем её безукоризненно выполняет. Если голема оставить без инструкций или вывести его из строя, он продолжает изо всех сил выполнять последний приказ. Если голем не способен выполнить приказы, он может действовать агрессивно — или просто стоять и ничего не делать. Голем, получивший противоречащие друг другу приказы, иногда переключается между ними.

\n

Голем не может думать и действовать самостоятельно. Он прекрасно понимает полученные приказы, но не владеет языком, кроме как в рамках, необходимых для этого понимания, и потому словами его не переубедить и не обмануть.

\n

Природа конструкции. Голему не нужен воздух, едa, питье и сон.

\n

 

\n
\n
","public":""},"alignment":"без мировоззрения","race":null,"type":{"value":"construct","subtype":"","swarm":"","custom":""},"environment":"","cr":10,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"lg","di":{"value":["poison","psychic","physical"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","petrified","poisoned"],"custom":""},"languages":{"value":["custom"],"custom":"understands the languages of its creator but can't speak"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Каменный голем","displayName":20,"actorLink":false,"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"monks-enhanced-journal":{"chatbubble":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"resources/storms-lord-wrath/tokens/stone-golem.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":120,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"1RLCrU11bNd6wu1i","name":"Кобольд драконий щит / Kobold Dragonshield","type":"npc","img":"resources/storms-lord-wrath/tokens/kobold-dragonshield.png","items":[{"_id":"8dZSk5o8DAuVZGMT","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Кобольд совершает две атаки оружием в ближнем бою.

\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"f1kWD8hZogXAzaNT","name":"Копьё","type":"weapon","img":"icons/weapons/polearms/spear-flared-worn-grey.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
\n
Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+3]] (+3)  к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
\n
Попадание: 4 ([[/r 1d6 + 1]]) колющего урона или 5 ([[/r 1d8 + 1]]) колющего урона, если используется двумя руками для совершения атаки ближнего боя. 
\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":3,"price":{"value":1,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"thr":true,"ver":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"fir":false,"spc":false,"rel":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SJsXKN8nG8jTGOs3","name":"Драконья устойчивость","type":"feat","img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Кобольд обладает устойчивостью, зависящими от цвета дракона, наделившего его силой (выберите или определите броском [[/r d10]]):

\n
\n
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1–2, кислота (черный);

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\n
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3–4, холод (белый);

\n
\n
\n

5–6, огонь (красный);

\n
\n
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7–8, молния (синий);

\n
\n
\n

9–10, яд (зеленый).

\n
\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"V2qjteV8RtQ5WJm4","name":"Сердце дракона","type":"feat","img":"icons/creatures/abilities/dragon-fire-breath-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Если кобольд @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испуган} или @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализован} эффектом, требующим испытания, он может повторять испытание в начале каждого своего хода для того, чтобы окончить действие эффекта на себе и на всех кобольдах в радиусе 30 футов от него.

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Все кобольды, получающие пользу от этой черты (включая самого драконьего щита) получают преимущество на свой следующий бросок атаки.

\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gBaTw0KP76EwZbYE","name":"Чувствительность к солнцу","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.aX6G95rT9P51nzlJ"}},"system":{"description":{"value":"
\n

Пока кобольд на солнечном свету, он получает помеху к броскам атаки и проверкам Мудрости (Внимание), основанным на зрении. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B0s5YaIEX6Kmb1Zq","name":"Тактика стаи","type":"feat","img":"icons/creatures/abilities/paw-print-orange.webp","effects":[],"folder":null,"sort":700000,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"core":{"sourceId":"Item.AKQMxz5mylirITvE"}},"system":{"description":{"value":"
\n
У кобольда преимущество к броскам атаки по существу, если хоть один союзник волка находится в пределах 5 футов от существа и @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{не выведен из строя}. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"j4DLDssoSZTyJqEa","name":"Кожаный доспех","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":200000,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Leather Armor"},"core":{"sourceId":"Compendium.dnd5e.items.WwdpHLXGX5r8uZu5"}},"system":{"description":{"value":"

Сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

","chat":"","unidentified":""},"source":{"custom":"PHB pg. 144"},"quantity":1,"weight":10,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"leather","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IOgZRICMSmFxUJF8","name":"Щит","type":"equipment","img":"icons/equipment/shield/heater-steel-engraved-lance-rest.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shield"},"core":{"sourceId":"Compendium.dnd5e.items.sSs3hSzkKBMNBgTs"}},"system":{"description":{"value":"

Щит сделанный из сброшенных чешуек дракона.

","chat":"","unidentified":""},"source":{"custom":"Shield"},"quantity":1,"weight":6,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":1400000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.Uza68TV2mMZBXXVJ"}},"system":{"abilities":{"str":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":44,"max":44,"temp":null,"tempmax":null,"formula":"8d6 + 16"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n
\n
\n
\n

Кобольды драконьи щиты – сильнейшие представители своей расы. Почти все драконьи щиты начинают жизнь как нормальный кобольд и впоследствии становятся избранными драконов, наделенными большим могуществом для защиты драконьих яиц, но раз в несколько лет случается, что кобольд вылупляется со врожденной версией способностей драконьих щитов. Мастера ближнего боя, эти кобольды покрыты множеством шрамов, полученных в отчаянных схватках, и носят щиты, сделанные из сброшенных чешуек дракона.

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Редкая храбрость. Драконьи щиты занимают почетные места в своих племенах, но, оставаясь в глубине души кобольдами, они чувствуют себя недостойными этого статуса, и поэтому отчаянно пытаются доказать, что заслуживают его. Природная кобольдская трусость все–таки сохраняется в драконьем щите, и поэтому он все же может сбежать от опасности. Но у него также есть и способность воспрянуть духом пред лицом верной смерти, вдохновив других кобольдов последовать за ним в атаку против вторгшихся в их норы врагов.

\n

Кобольды

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Кобольды — это трусливые гуманоиды, похожие на рептилий. Они поклоняются злым драконам как полубогам и служат им как приспешники и подхалимы. При возможности кобольды селятся в логове дракона, но гораздо чаще обитают в подземельях, собирая сокровища и безделушки для своих крохотных сокровищниц.

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Сила в численности. Кобольды откладывают яйца. Они быстро взрослеют и могут жить больше ста лет, становясь к тому времени «великими змеями». Однако большая часть кобольдов погибает, не дожив и до десятка лет. Будучи физически слабыми, они достаются в пищу хищникам. Эта слабость заставляет их держаться сообща. Имея численный перевес, они могут выиграть сражение даже с сильными врагами, пусть и с огромными потерями.

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Строители и копатели тоннелей. Кобольды компенсируют физическую слабость хитростью в создании ловушек и тоннелей. Их логова состоят из тесных ходов, по которым они с лёгкостью перемещаются, в отличие от гуманоидов покрупнее. Кроме того, кобольды усеивают свои логова ловушками. Самые коварные ловушки кобольдов используют естественные опасности и других существ. Натянутая верёвка может отпустить пружину, которая метнёт в незваных гостей горшки с пожирающей плоть зелёной слизью или откроет ящики с гигантскими ядовитыми многоножками.

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Утерянный бог. Кроме драконов, кобольды почитают также низшее божество по имени Куртульмак. Легенды гласят, что Куртульмак был вассалом Тиамат в Девяти Преисподних, пока Гарл Глиттерголд, бог гномов, не украл из сокровищницы Королевы Драконов безделушку. Тиамат отправила Куртульмака вернуть утерянное, но Гарл одурачил его, обрушив землю и пленив божество кобольдов в подземном лабиринте. Именно поэтому кобольды ненавидят гномов и разного рода розыгрыши. Самые преданные последователи Куртульмака посвящают себя поискам утерянного бога, надеясь вызволить его из тюрьмы-лабиринта.

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Клешня. Рукопашная атака оружием: +9 [[/r 1d20+9]] к попаданию, досягаемость 10 фт,, одна цель. Попадание: 27 [[/r 4d10+5]] дробящего урона, и цель становится схваченной (Сл высвобождения 14). У краба две клешни, и каждая может держать по одной цели.

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Клешня с лентой. Одна из клешней краба обмотана покрытой рунами медной лентой, делающей его невосприимчивым к очарованию, испугу и параличу. Как сокровище, медная лента ничего не стоит, так как её магия связана с самим крабом.

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Амфибия. Краб может дышать и воздухом и водой

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Ондеркуилл","type":"npc","img":"resources/storms-lord-wrath/tokens/cray-onderquill.png","items":[{"_id":"A8uaeHwSZnuntGbL","name":"Кинжал","type":"weapon","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Атака оружием, в ближнем бою или дистанционная: [/r 1d20+2]] (+2) к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
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Попадание: 2 ([[/r 1d4]]) колющего урона.
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","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"fin":true,"lgt":true,"thr":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"mgc":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"F2qR5ZQKDS3n3yoh","name":"Заклинания","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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Ученик заклинатель 1-го уровня. Его заклинательная характеристика — Интеллект (СЛ испытаний против заклинаний 12, [[/r 1d20+4]] (+4)  к броску атаки заклинанием). У него подготовлены следующие заклинания волшебника:\n
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  • \n

    Фокусы (неограниченно):

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    @Compendium[laaru-dnd5-hw.zaklinaniya.5M8uw6ooTsh9S92G]{Огненный снаряд}

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    @Compendium[laaru-dnd5-hw.zaklinaniya.4fOGg3y64MprBu0o]{Починка}

    \n
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    @Compendium[laaru-dnd5-hw.zaklinaniya.wdTjQttjZsDk9QVi]{Мелкие фокусы}

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  • \n
  • \n

    1-й круг (2 ячейки):

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    @Compendium[laaru-dnd5-hw.zaklinaniya.UHW6d6xa3pNVVguq]{Пылающие руки}

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    @Compendium[laaru-dnd5-hw.zaklinaniya.b43DxBasUIOw69tC]{Изменение облика}

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    @Compendium[laaru-dnd5-hw.zaklinaniya.9kS2xIyZwAEqykSr]{Щит}

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  • \n
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\n
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\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

\n

Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ShJxazg6Ls9EfCZy","name":"Починка","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-mending.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mending_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.qLM1OSSqTiVO2JOh"}},"system":{"description":{"value":"
\n

Заклинание чинит одну поломку или разрыв в объекте, которого вы коснулись, например порванное звено цепочки, сломанный пополам ключ, разорванный плащ или протёкший бурдюк. Если разрыв или поломка не более 1 футa в любом измерении, вы можете их починить, не оставив даже следа прежнего повреждения.

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Заклинание может физически починить магические предметы и конструкции, но не может восстановить в них магию.

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"два куска магнетита","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uUpdfaRJJJIX4t9y","name":"Мелкие фокусы","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Ej4M3iZoAnDn1hKG","name":"Пылающие руки","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-burning-hands.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"burning%20hands_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.QU4zk8f6JnOaBXgj"}},"system":{"description":{"value":"
\n
Вы поднимаете руки, сложив вместе большие пальцы и растопырив остальные, и тонкие полоски пламени вырываются из выставленных пальцев. Каждое существо в пределах 15-футового конуса должно пройти испытание Ловкости. При провале существо получает [[/r 3d6]] урона огнём, при успехе — половину этого урона.
\n
 
\n
Пламя поджигает все горючие предметы в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"d0XpdLZNGUj2qtMV","name":"Изменение облика","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-disguise-self.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Nj3AdwF4CHcfiBOV"}},"system":{"description":{"value":"
\n

Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

\n

Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

\n

Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

\n

Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

\n
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\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[{"_id":"EXtrh7DZhY7dukSi","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":null}],"disabled":true,"duration":{"startTime":0,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/laaru-dnd5-hw/icon/spell/phb-shield.webp","origin":"Actor.myIh7o9I0ka5SgUI.Item.7ELmlA4B9zPBkbyM","tint":null,"transfer":false,"flags":{},"name":"Shield","description":"","statuses":[]}],"folder":"yzWdSjBXdGnSWFFi","sort":2000000,"flags":{"tidy5e-sheet":{"traitsExpanded":true},"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.Owk6ij7d6RF7J5XM"}},"system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":9,"max":9,"temp":null,"tempmax":null,"formula":"2d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"
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\n
\n

Ученики – новички среди заклинателей тайной магии, которые служат у более опытному волшебнику или учатся в школе. Они выполняют черную работу, такую как готовка и уборка в обмен на обучение магии.

\n
\n
\n
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\n
Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d10 + 2]]) колющего урона, и цель @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена } (СЛ освобождения 12). Пока длится захват, цель @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижена}, а крокодил не может укусить другую цель. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tvE0q8Lhga6inSJs","name":"Задержка дыхания","type":"feat","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.enSKZNemtlJupgKh"}},"system":{"description":{"value":"
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Крокодил может задерживать дыхание до 15 минут. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2300000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.IuDnQxLPfmCKdJKP"}},"system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor 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Мультиатака. Кромсатель совершает две атаки когтями. 

\n
","chat":"","unidentified":""},"source":{"custom":"MTF"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SPGn60M5AEihymaV","name":"Когти","type":"weapon","img":"icons/skills/melee/blood-slash-foam-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Рукопашная атака оружием: +7 к попаданию, досягаемость 5 фт., одна цель. Попадание: 8 [[/r 1d8+4]] рубящего урона. Если броски атаки были совершены с преимуществом, то цель получает дополнительных 7 [[/r 2d6]] урона психической энергией. 

\n
","chat":"","unidentified":""},"source":{"custom":"MTF"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","slashing"],["2d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IvumNNdof7ZGhbL0","name":"Шквал когтей","type":"feat","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Шквал когтей (перезарядка 4-6). Кромсатель совершает шесть атак по одной цели. До, во время, или после этих атак он может двигаться с собственной скоростью бонусным действием без провоцирования атак. 

\n
","chat":"","unidentified":""},"source":{"custom":"MTF"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":4,"charged":true}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6bW5zGSEBwsXYqMP","name":"Засада","type":"feat","img":"modules/plutonium/media/icon/mighty-force.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Засада. В первом раунде каждого боя Кромсатель совершает с преимуществом броски атаки против существ, которые ещё не начинали свой ход. 

\n
","chat":"","unidentified":""},"source":{"custom":"MTF"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vNvJ8M2rUHrh7k5l","name":"Скрытность в тени","type":"feat","img":"icons/creatures/mammals/humanoid-cat-skulking-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Скрытность в тени. В тусклом свете или во тьме Кромсатель бонусным действием может совершать действие Засада.

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Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.

— Mordenkainen

Star Spawn Mangler.

A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight.

Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.

Star Spawn.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

Heralds of Doom.

The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.

— Mordenkainen

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Жало. Рукопашная атака оружием: +4 [[/r 1d20+4]] к попаданию, досягаемость 5 фт., одно существо. Попадание: 5 [[/r 1d6+2]] колющий урон, и цель должна сделать спасбросок Сл 11 Телосложения, получая 10 [[/r 3d6]] урона ядом при провале, или половину этого урона при успехе. Если урон нанесенный ядом уменьшает очки здоровья цели до 0, состояние цели стабильно, но считается в течении 1 часа отравленным даже при восстановление своего полного запаса очков здоровья, и на время своего отравления - парализована.

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Лучник совершает две атаки длинным луком.

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\n
\n
Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d6 + 4]]) колющего урона.
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\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"fin":true,"lgt":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"f2aboWgwYASKFIla","name":"Длинный лук","type":"weapon","img":"icons/weapons/bows/longbow-leather-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
\n
Дистанционная атака оружием: [[/r 1d20+6]] (+6) к броску, дистанция 150/600 футов, одна цель.
\n
Попадание: 8 ([[/r 1d8 + 4]]) колющего урона.
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","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":2,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"ammo","target":"ra69r0jMjHhKjT4a","amount":1,"scale":false},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"","properties":{"amm":true,"hvy":true,"two":true,"ada":false,"ret":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"P1a2hWILFLdHRoxP","name":"Глаз лучника (3/день)","type":"feat","img":"icons/skills/targeting/crosshair-pointed-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
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\n

Бонусным действием лучник может добавить [[/r 1d10]] к его следующему броску атаки или урона длинным луком или коротким луком.

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Среди простолюдинов бывают крестьяне и батраки, рабы и слуги, странники, купцы, ремесленники и отшельники.

\n
\n
","public":""},"alignment":"any alignment","race":null,"type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Arctic, Coastal, Desert, Forest, Grassland, Hill, Urban","cr":0,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom","common"],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Людоящер - 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\n

Мантикора совершает три атаки: одну укусом и две когтями либо три атаки шипами на хвосте.

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dZkOGqryX2ISj5m3","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d8 + 3]]) колющего урона. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7XXNlYbLHXHAsDTo","name":"Коготь","type":"weapon","img":"icons/skills/melee/blood-slash-foam-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 6 ([[/r 1d6 + 3]]) режущего урона.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QElLxZOtZCzNSV08","name":"Шип на хвосте","type":"weapon","img":"icons/commodities/bones/horn-worn-white.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}}}},"system":{"description":{"value":"
\n
Дистанционная атака оружием: [[/r 1d20+5]] (+5) к броску, дистанция 100/200 футов, одна цель.
\n
Попадание: 7 ([[/r 1d8 + 3]]) колющего урона.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":100,"long":200,"units":"ft"},"uses":{"value":24,"max":"24","per":"lr","recovery":"","prompt":true},"consume":{"type":"charges","target":"QElLxZOtZCzNSV08","amount":1,"scale":false},"ability":"str","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SghXWfbBLeuwBqrt","name":"Рост шипов на хвосте","type":"feat","img":"icons/commodities/biological/tentacle-thorned-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

 У мантикоры 24 шипа на хвосте. Использованные шипы отрастают, когда мантикора завершает долгий отдых. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":1550000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.RRrZPlNQrRccDc8Z"}},"system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +1"},"hp":{"value":68,"max":68,"temp":0,"tempmax":0,"formula":"8d10 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":50,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n
\n

 «Мантикоры любят человечину. Поэтому для горных переходов я всегда нанимаю в охрану людей».

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-Марток Ульдарр, дварф, торговец медью 

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Мантикора. У мантикоры, чудовища во всех смыслах этого слова, голова отдалённо напоминает человеческую, тело у неё львиное, а крылья как удракона. Вдоль её спины идёт ощетинившаяся грива, а длинный хвост заканчивается гроздью шипов, способных пронзить жертву со значительного расстояния.

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Злые хищники. Мантикоры — это яростные убийцы, повсюду ищущие добычу. Они действуют сообща, когда пытаются уничтожить особо крупных или опасных существ, а после совместно поедают добычу. Мантикора начинает нападение с того, что выпускает град шипов с хвоста, а потом приземляется и пускает в ход когти и клыки. Если мантикора находится под открытым небом и противники превосходят её числом, она держится в воздухе и атакует с расстояния шипами, пока те не закончатся.

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Мантикору сложно назвать умной, но она может разговаривать, хоть у неё и скверный характер. Во время сражения она оскорбляет врагов и обещает убить их быстро, если они молят о пощаде. Если мантикора видит выгоду в том, чтобы оставить существо в живых, она это сделает, но потребует подношение или жертву взамен утраченной пищи.

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Взаимоотношения с чудовищами. Мантикоры служат жестоким хозяевам, которые хорошо с ними обращаются и регулярно дают добычу. Мантикора может выступать поддержкой с воздуха для орды орков или армии хобгоблинов. Она также может быть охотничьим зверем вождя холмовых великанов или охранять вход в логово ламии.

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Мантикоры ведут борьбу за территории с химерами, грифонами, перитонами и вивернами. То, что мантикоры охотятся стаями, даёт им численное преимущество. Но даже при этом мантикоры боятся драконов и избегают их. 

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\n
\n
","public":""},"alignment":"принципиальный злой","race":null,"type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Arctic, Coastal, Grassland, Hill, Mountain","cr":3,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Мантикора","displayName":20,"actorLink":false,"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"monks-enhanced-journal":{"chatbubble":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"resources/storms-lord-wrath/tokens/manticore.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"p6dI7UxstTgmtOWW","name":"Марид / Marid","type":"npc","img":"resources/storms-lord-wrath/tokens/marid.png","items":[{"_id":"MUUo4Q12hfAjrHbw","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Марид совершает две атаки трезубцем. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LtIr56B9yfKBtAVh","name":"Трезубец","type":"weapon","img":"icons/weapons/polearms/trident-silver-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием, в ближнем бою или дистанционная:  [[/r 1d20+10]] (+10)  к броску, зона досягаемости 5 футов или дистанция 20/60 футов, одна цель.
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Попадание: 13 ([[/r 2d6 + 6]]) колющего урона или 15 ([[/r 2d8 + 6]]) колющего урона, если используется двумя руками для совершения атаки ближнего боя. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":4,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":"2d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"thr":true,"ver":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"fir":false,"spc":false,"rel":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ORr3aTJSSgzZoViU","name":"Струя воды","type":"feat","img":"icons/magic/water/wave-water-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickTemplate":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Марид магически испускает струю воды по 60-футовой линии шириной 5 футов. Все существа на этой линии должны пройти испытание Ловкости со СЛ 16. При провале цель получает 21 ([[/r 6d6]]) дробящего урона и, если её размер не больше огромного, отталкивается на расстояние 20 футов или менее от марида и @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}. При успехе цель получает половину дробящего урона, но не отталкивается и не распластывается.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"iNjN0xxJub2AkkmL","name":"Амфибия","type":"feat","img":"icons/environment/creatures/frog-spotted-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Марид может дышать как в воздухе, так и в воде. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UVDPxGb08ki1d3lL","name":"Гибель элементаля","type":"feat","img":"icons/magic/air/air-wave-gust-smoke-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Если марид умирает, его тело распадается на воду и пену, оставляя только снаряжение, которое марид носил или держал. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5sQRjCL3KoUHUljB","name":"Врождённые заклинания","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Заклинательная характеристика марида — Харизма (СЛ испытаний против заклинаний 16, [[/r 1d20+8]] (+8) к броску атаки заклинанием). У него есть следующие врождённые заклинания, ему не требуются для них реагенты:
\n\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Wg1YrmvQCMf1mJAZ","name":"Обнаружение зла и добра","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-detect-evil-and-good.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.4wSFF5d9wZSdF41m"}},"system":{"description":{"value":"
\n

Пока длится заклинание, вы знаете, есть ли в пределах 30 футов от вас аберрация, бестия, небожитель, нежить, фея или элементаль, а также местонахождение этого существа. Аналогично вы узнаёте, если в пределах 30 футов есть место или объект, магически освящённый или осквернённый. Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ghFBFPfDMDo8uBSh","name":"Обнаружение магии","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-detect-magic.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.H3WuyfNwKNvODPL6"}},"system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

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Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RZStfmKwEmuMX8Z5","name":"Облако тумана","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fog-cloud.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fog%20cloud_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.loGkiKxcDwRk55h4"}},"system":{"description":{"value":"
\n
Вы создаёте сферу тумана радиусом 20 футов вокруг точки в пределах дистанции. Сфера распространяется и за углы, видимость внутри неё @Compendium[laaru-dnd5-hw.sostoyaniya.3salIGyUpQe469BU]{крайне затруднёна}. Она существует, пока длится заклинание или пока её не развеет ветер средней или большей скорости (не менее 10 миль в час).
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, радиус облака увеличивается на 20 футов за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"wTfbVnPushy29BAq","name":"Очищение еды и питья","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-purify-food-and-drink.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"purify%20food%20and%20drink_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ka5TFiIUgx3Z4wxa"}},"system":{"description":{"value":"
\n
Любая немагическая пища и напитки в пределах сферы радиусом 5 футов вокруг выбранной вами точки в пределах дистанции очищаются и избавляются от яда и болезней.
\n
\n
\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2D1DyJytfYZwjRGi","name":"Создание или уничтожение воды","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-create-or-destroy-water.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"create%20or%20destroy%20water_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.mvArTb7mMSSRBNJc"}},"system":{"description":{"value":"
\n
\n
Вы создаете или уничтожаете воду.
\n
 
\n
Создание воды. Вы создаёте до 10 галлонов чистой воды в пределах дистанции в открытом сосуде. Как вариант, вода может пролиться дождём в 30-футовом кубе в пределах дистанции, гася открытое пламя в этой области.
\n
 
\n
Уничтожение воды. Вы уничтожаете до 10 галлонов воды в открытом сосуде в пределах дистанции. Как вариант, вы можете уничтожить туман в 30-футовом кубе в пределах дистанции.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то создаёте или уничтожаете дополнительно 10 галлонов воды либо размер куба увеличивается на 5 футов за каждый круг ячейки выше 1-го.
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\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"капля воды для создания воды, несколько крупиц песка для её уничтожения","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Gvjsx41LF3BOZDmW","name":"Дыхание под водой","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-water-breathing.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"water%20breathing_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wEuNw9D5LaobyMBD"}},"system":{"description":{"value":"
\n
Заклинание даёт десяти или менее согласным существам, которых вы видите в пределах дистанции, способность дышать под водой, пока длится заклинание. Существа под влиянием заклинания сохраняют возмож ность дышать и обычным способом.
\n
\n
\n
 
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"тростинка или соломинка","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Z78i6LnhTiAjiRhQ","name":"Полиглот","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-tongues.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.P9419ZDZbDQ1fnsz"}},"system":{"description":{"value":"
\n

Это заклинание позволяет существу, которого вы коснулись, понимать устную речь на любых языках, которую оно слышит. Кроме того, когда цель говорит, любое существо, знающее хоть один язык и способное слышать цель, понимает речь цели.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"маленькая глиняная модель зиккурата","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xA9z0gHFE3v2T0z1","name":"Хождение по воде","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-water-walk.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"water%20walk_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wp1akQ7Y52ZBs19s"}},"system":{"description":{"value":"
\n

Заклинание даёт способность перемещаться по любой жидкой поверхности вроде воды, кислоты, грязи, снега, зыбучего песка или лавы, как если бы это была безопасная твёрдая поверхность (при этом существа, ходящие по раскалённой лаве, всё ещё могут получить урон от жары). Пока длится заклинание, эту способность получают до десяти согласных существ, которых вы видите в пределах дистанции.

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Если сотворить это заклинание на существо, уже погруженное в жидкость, магия поднимет цель на поверхность со скоростью 60 футов в раунд.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"кусок пробки","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HeDNPTLHIQesw7ZM","name":"Газообразная форма","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-gaseous-form.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"gaseous%20form_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.dhHmolQY4hSWuIvX"}},"system":{"description":{"value":"
\n

Вы касаетесь согласного существа и превращаете его вместе со всем, что оно носит и держит, в облако тумана, пока длится заклинание. Заклинание прекращает действовать, если ПЗ существа снижаются до 0.

\n

На бестелесных существ заклинание не влияет. Находясь в этой форме, цель может перемещаться только со скоростью полёта в 10 футов. Цель может входить в пространство, занятое любым другим существом, и оставаться там. У цели устойчивость к немагическому урону и преимущество к испытаниям Силы, Ловкости и выносливости. Цель может проходить сквозь небольшие отверстия, щели и даже трещины, а вот жидкость для неё не отличается от сплошной твёрдой поверхности. Цель не может упасть и продолжает парить в воздухе, даже если она  @Compendium[laaru-dnd5-hw.sostoyaniya.OviWCQAGcXISdTbj]{в шоке} или  @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведена из строя}.

\n

Находясь в форме облака, цель не может говорить или взаимодействовать с объектами. Любые предметы, которые цель несла или держала, нельзя бросить, использовать или как-то ещё с ними взаимодействовать. Цель не может атаковать или творить заклинания.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"лоскут кисеи и немного дыма","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"R4avAnc4lvOEHRdt","name":"Невидимость","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-invisibility.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.pKi6DsLOVt3W7mkZ"}},"system":{"description":{"value":"
\n
Существо, которого вы коснулись, становится @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимым}, пока длится заклинание. Все, что цель носит или держит, остаётся невидимым, пока оно у цели. Заклинание прекращает действовать для цели, если она атакует или творит заклинание.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 2-го.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"ресница в гуммиарабике","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"A8voQwFcFU7esanR","name":"Планарный переход","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-plane-shift.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.6RJZ5hAIjlltBDMh"}},"system":{"description":{"value":"
\n

Вы и не более восьми согласных существ, сцепивших руки в круг, переноситесь на другой план бытия. Вы можете указать место перемещения в общих чертах, например Латунный город на Стихийном плане Огня или дворец Дисплатера на втором круге Девяти Преисподних, и вы окажетесь в указанном месте. Если, к примеру, вы пытаетесь попасть в Латунный город, то по усмотрению мастера вы можете попасть на Стальную улицу, к Пепельным вратам, а можете и оказаться напротив него по другую сторону узкого пролива в Море Огня.

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Как вариант, если вы знаете последовательность символов круга телепортации на другом плане бытия, закли- нание может перенести вас в этот круг. Если размеров круга телепортации недостаточно, чтобы вместить всех перенесённых вами существ, они появятся в ближайшем незанятом пространстве рядом с кругом.

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Вы можете применить это заклинание, чтобы изгнать несогласное существо на другой план. Выберите существо в пределах вашей зоны досягаемости и совершите по нему атаку заклинанием в ближнем бою. При попадании существо должно пройти испытание Харизмы. При провале оно перемещается в случайно выбранное место на указанном вами плане бытия. Существо, перенесённое таким образом, должно само найти, как вернуться на ваш план.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":7,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"раздвоенный металлический стержень стоимостью не менее 250 зм, настроенный на определённый план бытия","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"1ePjZBb2x6xsYa7o","name":"Призыв элементаля воды","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-conjure-elemental.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"conjure%20elemental_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.AXy4xPI0zhGuEL3A"}},"system":{"description":{"value":"
\n
Вы призываете слугу-элементаля. Выберите область воздуха, земли, огня или воды объёмом с 10-футовый куб в пределах дистанции. Элементаль с классом опасности не выше 5, соответствующий выбранной вами области, появляется в незанятом пространстве в пределах 10 футов от неё. К примеру, элементаль огня вылезает из костра, элементали земли — из-под земли. Элементаль исчезает, когда его ПЗ снижаются до 0 или когда заклинание прекращает действовать.
\n
 
\n
Элементаль дружественен вами вашим спутникам, пока длится заклинание. Сделайте бросок инициативы для элементаля, чтобы он совершал собственные ходы. Он подчиняется вашим устным приказам (действие от вас не требуется). Если вы не отдаёте приказов, он защищается от враждебных существ, но других действий не совершает.
\n
 
\n
Если ваша концентрация нарушена, элементаль не исчезнет, но вы потеряете контроль над ним. Он станет враждебен вам и вашим спутникам и может атаковать. Вы не можете прервать призыв неуправляемого элементаля, он исчезнет сам через 1 час после призыва.
\n
 
\n
Параметры элементалей есть у мастера.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, класс опасности увеличивается на 1 за каждый круг ячейки выше 5-го.
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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"курящиеся благовония для воздуха, мягкая глина для земли, сера и фосфор для огня, вода и песок для воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PtZo5hHPoTu6bcWf","name":"Управление водой","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-control-water.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"control%20water_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.V0EaGYqx1QKZ0Vcv"}},"system":{"description":{"value":"
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Пока длится заклинание, вы управляете любой свободной водой в выбранной вами области (куб с ребром до 100 футов). При сотворении вы можете выбрать один из перечисленных эффектов заклинания. В качестве действия в свой ход вы можете повторить тот же эффект или выбрать другой.

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Водоворот. Для этого эффекта требуется водоём площадью не менее 50 на 50 футов и глубиной не менее 25 футов. Водоворот образует воронку 5 футов в ширину у основания, 50 футов в ширину наверху и 25 футов в высоту в центре области. Любое существо или объект в воде в пределах 25 футов от воронки будет притянуто на 10 футов в её сторону. Существо может отплыть от воронки, успешно пройдя проверку Силы (Атлетика). СЛ равна СЛ испытаний против ваших заклинаний.

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Когда существо впервые за ход попадает в воронку или начинает в ней свой ход, оно должно пройти испытание Силы. При провале существо получает [[/r 2d8]] дробящего урона и остаётся затянутым в воронку, пока длится заклинание. При успехе существо получает половину этого урона и не затянуто в воронку. Существо, затянутое в воронку, может использовать действие, чтобы попытаться выплыть из нее, как описано выше, но у него помеха к этой проверке Силы (Атлетика).

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Когда объект впервые за ход оказывается в воронке, он получает [[/r 2d8]] дробящего урона. Этот урон повторяется каждый раунд, пока он остаётся в воронке.

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Перенаправление потока. Вы заставляете текущую воду в области течь в другом направлении на ваш выбор, даже если воде придется перетекать через препятствия,  вверх по стенам или в других необычных направлениях. Вода в области двигается туда, куда вы её направите, но, выйдя за пределы области, она снова течёт в обычном направлении. Вода продолжает течь в указанном вами направлении, пока длится заклинание или пока вы не выберете иной эффект.

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Потоп. Вы заставляете уровень всей стоячей воды в области подняться на 20 футов. Если в область входит берег, вода выплескивается на него.

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Если вы выбрали область внутри большего водоёма, вместо этого вы создаёте 20-футовую волну, которая проносится с одной стороны области на другую, а затем обрушивается. Любой транспорт огромного размера или меньше на пути волны будет перенесён на другой конец области. Любой транспорт огромного размера или меньше, попавший под удар волны, переворачивается с шансом [[/r 1d100]] 25%.

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Уровень воды остаётся высоким, пока длится заклинание или пока вы не выберете иной эффект. Если эффект вызвал волну, она повторяется в начале вашего следующего хода, пока длится эффект потопа.

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Разделение вод. Вы заставляете воду в области расступиться, создав проход. Он тянется через всю область действия, а расступившаяся вода образует стены по бокам. Проход остаётся, пока длится заклинание или пока вы не выберете иной эффект. После этого воды плавно заполнят проход в течение следующего раунда, пока не восстановится обычный уровень воды.

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"капля воды и щепотка пыли","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2350000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.U2bx13yNaRsu4x0R"}},"system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":26,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +6"},"hp":{"value":229,"max":229,"temp":0,"tempmax":0,"formula":"17d10 + 136"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":60,"swim":90,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":30,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"
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«Марид вытек из фляжки, словно вода, и сказал „Твоё желание закон для меня“. Полурослик, вне себя от радости, пожелал бессмертия, и марид превратил его в рыбу, которая забавно трепыхалась вокруг него, пока не задохнулась. Эта поучительная история пережила века, так что, похоже, желание того полурослска всё же исполнилось».
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- Кесто Ясноглазый, владелец книжного магазина «ГІpиoткрытая пелена» в Cикилe
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Марид

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Происходящие со Стихийного плана Воды мариды — самые изумительные из всех гениев. Все гении обладают грандиозными силами, но даже самый мелкий марид считает себя выше непостоянных джиннов, приземленных дао и дымящихся ифритов.

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Крупные рыбоподобные мариды выглядят очень странно, особенно когда одеты в расшитые жилеты и разноцветные панталоны, которые они так обожают. Голос у них то тих, как морской бриз, то громогласен, как волны в бурю, бьющиеся о скалы. Во время полёта нижняя часть их тела превращается в столб пенной воды.

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Властелины воды. Вода родная стихия для маридов, и эти гении могут манипулировать ей как пожелают. Марид может ходить по воде и дышать под водой. Он может создать воду или клубы тумана из влаги, находящейся в воздухе. Он может даже сам превратиться в туман, а может и использовать воду как оружие.

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Дома маридов. Мариды редко встречаются на Материальном плане. Они населяют величественные коралловые крепости на Стихийном плане Воды. Эти цитадели плавают в глубинах плана и содержат роскошные залы, заполненные воздухом, в которых обитают рабы и гости.

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Марид не требует многого от своих рабов. Он просто держит их ради статуса владельца. Марид прикладывает все усилия, чтобы заполучить умелых рабов в свиту, и не чурается похищать художников, артистов и рассказчиков из числа смертных.

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Иерархия тщеславия. У каждого марида есть аристократический титул, и весь их народ состоит из шахов, султанов, муфтиев и хедивов. Большая часть этих титулов не означает ничего, кроме высокомерия их владельцев.

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Мариды считают всех остальных — включая других гениев — ниже себя и относятся к ним либо как к бедным родственникам, либо как к досадной помехе на пути. Они терпят джиннов, не любят дао и презирают ифритов.

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Гуманоиды — одни из самых низменных существ, которых маридам приходится терпеть, но иногда они всё же заключают сделки с сильными волшебниками и выдающимися лидерами, рассматривая их почти как равных. Иногда это оказывается ошибкой, так как волшебники за долгие годы научились пленять маридов в раковинах моллюсков, флягах и графинах. Подкуп и лесть — вот лучшие инструменты для общения с маридами, для которых раболепный смертный — это существо, знающее своё место.

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Эксцентричные рассказчики. Мариды — выдающиеся рассказчики, чьи любимые легенды восхваляют всех маридов в целом и говорящего в частности. Будучи капризными созданиями, они часто и изобретательно лгут — часто не со зла, а для красного словца. Если низшее существо перебивает рассказ марида, это считается преступлением и оскорбившийся марид обрушит на виновника свой гнев. 

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Гении

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Гении это стихийные существа из сказок и легенд. На Материальном плане они встречаются очень редко. Большинство обитает на Стихийных планах, где они правят в роскошных дворцах в окружении раболепных слуг.

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Гении великолепны и могущественны, горды и величественны. Это высокомерные декаденты с чувством собственного превосходства. Они прекрасно знают, что мало кто (кроме богов и других гениев) может потягаться с ними силой.

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Существа стихий. Гений рождается, когда душа смертного разумного живого существа сливается с первозданной материей стихийного плана. Но происходит такое слияние, порождающее гения, очень редко.

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Обычно гении не связаны с душой, породившей их. Эта жизненная сила — всего лишь строительный материал, определяющий облик гения, его пол, а также одно или два свойства личности. И хоть гении и похожи на гуманоидов, они лишь стихийные духи в физических телах. Они не спариваются с другими гениями и не производят потомство, так как все новые гении появляются от одного и того же таинственного слияния духовной энергии и стихийной Гений, сильно связанный с породившей его душой, может зачать ребёнка с кем-то из смертных, но такое потомство появляется крайне редко.

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Умирая, гений оставляет после себя только то, что он носил и держал, а также крохотную часть своей стихии: горстку пыли, дуновение ветра, вспышку огня и дымок или всплеск воды и пены.

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Подчиняй или подчиняйся. Сила гения и его высокое самомнение зависят от числа смертных рабов. Сотня льстивых голосов — музыка для ушей гения, а две сотни смертных рабов, распростёршихся у его ног, — доказательство того, что он владыка и повелитель. Гении считают рабов живой собственностью, а гений без собственности не имеет веса среди своего народа. Поэтому многие гении ценят рабов и относятся к ним как к домочадцам. Злые гении эксплуатируют рабов, но никогда не загоняют до такой степени, чтобы те перестали быть полезны.

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Но при всей своей любви к рабовладению большинство гениев ненавидит подчиняться. Гений подчинится воле другого, только если его подкупить или принудить магией. Все гении обладают властью над своей стихией, но некоторые их представители могут также исполнять желания. Из-за этих двух причин маги смертных часто стремятся подчинить гениев.

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Упадочная знать. Благородные гении редчайшие представители своего рода. Они привыкли получать все, что им хочется, и знают, как торговать своей способностью исполнять желания, чтобы получить то, чего хотят они сами. Это пресыщение сделало их декадентами, а огромная власть над реальностью высокомерными и заносчивыми. Их огромные дворцы забиты чудесами и источниками наслаждения, которые сложно представить

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Благородные гении стремятся вызвать зависть у дру других rение и при каждом удобном случае подчеркивают свое превосходство. Другие гении признают власть благородные гениев, понимая, что глупо бросать вызов существу, способному изменить реальность, как ему вздумается. Однако другие гении ничем не обязаны благородным гениями иногда перечат их воле, принимая весь риск возможных последствий.

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Сила поклонения. Гении считают богов влиятельными сущностями, но не испытывают желания потворствовать или поклоняться им. Они считают молитвы и лесть, типичные для религий, утомительными — конечно, кроме тех случаев, когда поклоняются им.

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Чудесные силы, великолепие жилищ и многочисленные рабы позволяют некоторым гениям заблуждаться и считать себя равными богам. Некоторые заходят так далеко, что начинают требовать от смертных иных земель — а то и от целых континентов или миров склониться перед ними.

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ВАРИАНТ: силы гениев

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Гении обладают разнообразными магическими способностями, в том числе и заклинаниями. Некоторые обладают дополнительными способностями, позволяющими им менять свой облик или даже ткань реальности.

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Маскировка. Некоторые гении могут окутать себя иллюзией, чтобы сойти за другое существо схожей формы. Такие гении могут неограниченно сотворять врождённое заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.b43DxBasUIOw69tC]{Изменение облика}, зачастую с длительностью больше обычной для этого заклинания. Более могущественные гении могут сотворять заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.Ab1ohaJibYdZHYin]{Истинный полиморф} от одного до трёх раз в день, порой с длительностью больше обычной для этого заклинания. Такие гении могут менять только свой облик или форму, но отдельные особи могут творить это заклинание на других существ и на объекты.

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Желания. Способность гениев исполнять желания вошла в легенды смертных. Это могут делать только самые сильные гении вроде благородных. Гений, обладающий этой способностью, может исполнить от одного до трёх желаний существа, не являющегося гением. Как только гений исполнит эти желания, он не сможет пользоваться этой способностью какое-то время (обычно 1 год). Законы вселенной гласят, что один и тот же гений может потратить свой лимит желаний на конкретную личность только один раз за существование этой личности,

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Чтобы желание осуществилось, существо, находящееся в пределах 60 футов от гения, описывает желаемый эффект. После этого гений может сотворить за это существо заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.3DmrqW87SyWdaa8T]{Желание}, чтобы воплотить эффект. В зависимости от своего характера, гений может попытаться исказить желание, воспользовавшись неточностью формулировок. Чаще всего формулировка искажается в пользу гения.

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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 7 ([[/r 1d8 + 3]]) колющего урона плюс 7 ([[/r 2d6]]) урона огнём. 
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Гончая выдыхает лед В 15-футовом конусе. Все существа в этой области должны пройти испытание Ловкости со СЛ 12, получая 21 ([[/r 6d6]]) урона холодом при провале или половину этого урона при успехе.
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У адской гончей преимущество к проверкам Мудрости (Внимание), основанным на слухе или нюхе. 

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У адской гончей преимущество к броскам атаки по существу, если хоть один союзник гончей находится В пределах 5 футов от существа и не @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведен из строя}. 
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Адские гончие — чудовищные огнедышащие бестий, имеющие облик сильных псов, — встречаются на полях сражений Ахерона и по всем Нижним планам. На Материальном плане адских гончих чаще всего можно увидеть в услужении у дьяволов, огненных великанов и других злых существ, использующих их как сторожевых животных и спутников.

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Жгучий голод. Адские гончие охотятся стаями, питаясь всеми существами, которые выглядят съедобными. Они избегают потенциально опасных врагов, предпочитая кусать и сжигать заживо слабую добычу. Они проявляют суровую решительность и преследуют жертв до конца. Когда адская гончая питается, съеденная плоть насыщает горящее внутри неё адское пламя. Когда гончая умирает, это пламя пожирает её труп, окутывая клубами дыма и тлеющими углями и оставляя лишь обгорелые Клочки чёрного меха.

\n

Зло до глубины души. Адские гончие умнее обычных животных, а благодаря принципиальной сущности они хорошо выполняют приказы. Однако из-за злой натуры они всегда вырастают безжалостными убийцами. Если адской гончей не позволять творить зло, она покинет владельца, а то и вовсе обратится против него.

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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 10 ([[/r 2d6 + 3]]) режущего урона. 
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Карга выбирает целью одно @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испуганное} существо, которое видит в пределах 30 футов от себя. Если существо видит каргу, оно должно пройти испытание Мудрости со СЛ 11 против этой магии, при провале его ПЗ уменьшаются до 0. 
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Кaргa покрывает себя и всё, что носит или держит, магической иллюзией, заставляющей её выглядеть как другое уродливое существо схожего размера и с гуманоидным обликом. Иллюзия существует, пока карга не умрёт или не прекратит эффект в качестве бонусного действия.

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Перемены, созданные этим эффектом, не выдерживают физического осмотра. Например, карга может скрыть когти, но тот, кто прикоснётся к её руке, почувствует в ином случае существо должно совершить действие, чтобы визуально изучить иллюзию и пройти проверку Интеллекта (Расследование) со СЛ 16, при успехе распознавая иллюзию.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":16,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"90bQ8OTEPW7HwxCF","name":"Амфибия","type":"feat","img":"icons/environment/creatures/frog-spotted-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Карга может дышать как в воздухе, так и в воде. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vn8tFAvpadl57Ke2","name":"Кошмарная внешность","type":"feat","img":"icons/creatures/unholy/demon-winged-cyclops-drooling.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Все гуманоиды, начинающие свой ход в пределах 30 футов от карги и видящие её истинную форму, должны пройти испытание Мудрости со СЛ 11. При провале существо @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугано} на 1 минуту. Существо может повторять это испытание в конце каждого своего хода, с помехой, если карга находится на линии видимости, при успехе эффект для него прекращается. При успехе или если эффект для существа прекратился, оно получает невосприимчивость к Кошмарной внешности этой карги на следующие 24 часа.

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Если цель не застигнута врасплох и обнаружение истинной формы карги не было неожиданным, цель может отвести взгляд, чтобы не проходить испытание. В этом случае отводящее взгляд существо до начала своего следующего хода получает помеху к броскам атаки по карге. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vxibvB5ccioZAhxC","name":"Эффекты местности","type":"feat","img":"icons/environment/wilderness/cave-entrance-mountain-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Область в 1 милю от логова бабушки карги изменена жестокой магией этого существа, что создает один или несколько из следующих эффектов:

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Могущественная морская карга создает один или несколько из приведенных ниже дополнительных в радиусе 1 мили от ее логова: 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"8IMZDYxNtOpgcVgM","name":"Логово: Хлопание дверей","type":"feat","img":"icons/magic/nature/stealth-hide-eyes-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.WQVv69TW47Ykt7w8"}},"system":{"description":{"value":"
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    \n
  • Карга выбирает любое количество дверей и окон, которое может видеть и заставляет каждое из них открыться или закрыться по желанию. Закрытые двери могут закрыться магически (требуется успешная проверка Силы СЛ 20, чтобы ее открыть), пока она не разрешит им открыться или не использует это действие в логове снова, чтобы открыть их.
  • \n
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VOhVpsnl0cwAEeLe","name":"Логово: Проход сквозь стены","type":"feat","img":"icons/magic/nature/stealth-hide-eyes-green.webp","effects":[],"folder":null,"sort":100000,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true,"charge":true},"altValue":{"use":true,"resource":true,"charge":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fhBZU8kjhXFtdhhl"}},"system":{"description":{"value":"
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\n
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    \n
  • До инициативы 20 в следующем раунде, карга может проходить сквозь сплошные стены, двери, потолки и полы так, как будто их там нет. 
  • \n
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":3450000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.xLhRNNokALdaGzNJ"}},"system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +3"},"hp":{"value":52,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":40,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
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\n

 

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Морские карги живут в мрачных и грязных подводных логовах, окружённые мерроу и другими водяными чудовищами.

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Красота вызывает у морской карги приступы гнева. Увидев нечто прекрасное, карга стремится напасть на него или обезобразить. Если красота дарит надежду, то морская карга хочет, чтобы она вызывала отчаяние. Если что-то вызывает отвагу, морская карга хочет, чтобы оно вызывало страх.

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Уродливые снаружи и внутри. Морские карги уродливые из всех. Их бледная кожа покрыта склизкой чешуей. Волосы морской карги напоминают водоросли и прикрывают её тощее тело, а зеркальные глаза безжизненны, словно у куклы. И хотя морская карга может спрятать истинную форму под иллюзией, она проклята всегда выглядеть уродливой. Её иллюзорная внешность также будет некрасива.

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Ковен. У морской карги, входящей в ковен (смотрите врезку «Ковены карг»), класс опасности 4 (1 100 ПО).

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Карги

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Карги — воплощения всего злого и жестокого. Хоть внешне эти чудовища и похожи на тощих старух, у них нет ничего общего со смертными, а телесная оболочка лишь отражает порочность их сердец.

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Лики зла

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Карги, древние создания, происходящие из Страны Фей, — это язвы на теле мира. Их уродливые лица обрамлены длинными спутанными волосами, кожа их покрыта пятнами, родинками и бородавками, а длинные узловатые пальцы заканчиваются когтями, которые способны разрезать плоть малейшим прикосновением. Одежда у них всегда изодрана в лохмотья и грязна..

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Все карги обладают теми или иными магическими силами, а некоторые могут и сотворять заклинания, Они могут изменять свой облик и проклинать врагов, а высокомерие заставляет их думать, что их магия — вызов магии богов, которых они оскорбляют при каждом удобном случае.

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Карги берут себе мрачные и причудливые имена, такие как Чёрная Морвен, Пегги Свиноногая, Старушка Ивовая Колода, Бабуля Шуг, Гнилая Этель или Тётушка Червозуб.

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Чудовищное материнство

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Карги размножаются, похищая и пожирая человеческих младенцев. Украв ребенка из колыбели или лона матери, карга пожирает несчастнего младенца. Через неделю карта рожает дочь, которая до тринадцатого дня рождения выглядит как человек, после чего преобразуется в копию породившей её карги. Иногда карги сами воспитывают рожденных дочерей, создавая ковены. Карга также может вернуть ребенка безутешным родителям, чтобы наблюдать со стороны, как ребенок растёт и становится кошмаром своих «родителей».

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Тёмные сделки

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Чрезвычайно высокомерные карти считают себя самыми хитрыми существами, а всех остальных — ничтожествами. Однако карги готовы закліочить сделку со смертными, если те выказывают уважение и почтительность. За долгую жизнь карги накапливают много знаний о местной истории, темных существах и магии, и эти сведения они готовы с радостью продать. Каргам нравится смотреть, как смертные сами ведут себя к краху, так что сделки с ними всегда опасны. В таких сделках от смертных часто требуют поступиться принципами или отдать что-то дорогое — особенно если эта потеря делает полученное знание менее ценным или бессмысленным.

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Дурная натура

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Карги любят нагонять жуть и украшают свою одежду трупиками животных, костями, кусочками плоти и отбросами. Они радуются уродствами специально сковыривают коросты, создавая кровоточащие раны. Привлекательные существа вызывают у карги отвращение, она может помочь им, добавив уродств. Эта любовь к шокирующему и отвратительному распространяется на все стороны жизни карги. Карга может летать в магическом черепе великана, приземляясь на дерево в форме огромного безголового тела. Другая может путешествовать со сборищем чудовищ и рабов в клетках, замаскированных иллюзией, чтобы беспечные существа подходили ближе. Карги заостряют зубы точильными камнями и плетут ткань из кишок жертв, радуясь тому, что вызывалют этим ужас.

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Мрачное сестринство

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Карги поддерживают связь друг с другом и делятся знаниями. Благодаря таким связям вполне вероятно, что любая карга знает о всех других живых каргах. Они не любят друг друга, но соблюдают древний кодекс поведения. Карги объявляют о своём присутствии, прежде чем вступить на чужие владения, приносят дары, когда входят в жилище другой карги, и не нарушают клятв, которые дали друг другу, кроме тех клятв, которые даны со скрещенными за спиной пальцами.

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Некоторые гуманоиды ошибочно полагают, что этот кодекс поведения относится ко всем существам. Встретив такого глупца, карга какое-то время забавляется с ним, подыгрывая, а потом преподаёт жестокий урок.

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Мрачные логова

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Карги обитают в тёмных и уродливых лесах, мрачных болотах, туманных топях и на открытых бурям побережьях. Со временем ландшафт вокруг логова карги начинает отражать её тлетворность, и сама земля будет нападать на чужаков и убивать их. Деревья, искажённые тьмой, будут атаковать прохожих, лианы будут выползать из кустов и утаскивать существ по одному. Зловонный туман превратит воздух в отраву и скроет участки зыбучих песков и топей, которые проглотят беспечных путников,Карги — воплощения всего злого и жестокого. Хоть внешне эти чудовища и похожи на тощих старух, у них нет ничего общего со смертными, а телесная оболочка лишь отражает порочность их сердец.

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Ковены карг

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Когда карги работают сообща, они создают ковен, несмотря на весь свой эгоизм. Ковен может состоять из карг любого вида, и в этой группе все они будут равны. Однако каждая карта при этом будет жаждать заполучить больше силы. Ковен состоит из трёх карт, так что все споры между двумя каргами может прекратить третья. Если в одном месте соберётся более трёх карт, например если столкнутся два ковена, получится полный хаос.

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Совместные заклинания. Пока все три карги крвена находятся в пределах 30 футов друг от друга, каждая из них может сотворять следующие заклинания волшебника (ячейки заклинаний у них общие):

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    \n
  • 1-й круг (4 ячейки): @Compendium[laaru-dnd5-hw.zaklinaniya.57wkuXd1fHIPg15O]{Луч болезни }, @Compendium[laaru-dnd5-hw.zaklinaniya.hYlsH4UD97HeWuws]{Опознание};
  • \n
  • 2-й круг (3 ячейки): @Compendium[laaru-dnd5-hw.zaklinaniya.hHdE2G8F8VR08bxF]{Паралич гуманоида}, @Compendium[laaru-dnd5-hw.zaklinaniya.NZSdtnYXgKtNoszg]{Поиск предмета};
  • \n
  • 3-й круг (3 ячейки): @Compendium[laaru-dnd5-hw.zaklinaniya.4WfwiLhrGBoA5v3f]{Контрзаклинание}, @Compendium[laaru-dnd5-hw.zaklinaniya.hYGsKdaaGhHnvibm]{Проклятие}, @Compendium[laaru-dnd5-hw.zaklinaniya.u7CxcAjfversxKAl]{Удар молнии};
  • \n
  • 4-й круг (ячейки): @Compendium[laaru-dnd5-hw.zaklinaniya.8qeo9ZE7VnkmVKcv]{Полиморф}, @Compendium[laaru-dnd5-hw.zaklinaniya.QsKVlMIunV4n7cY4]{Убийственный фантазм};
  • \n
  • 5й круг (2 ячейки): @Compendium[laaru-dnd5-hw.zaklinaniya.QJaBIrlTZSC0vOm0]{Связь с иным миром}, @Compendium[laaru-dnd5-hw.zaklinaniya.aw8tF2EFxSl4UuFT]{Тайновидение};
  • \n
  • 6-й круг (1 ячейка): @Compendium[laaru-dnd5-hw.zaklinaniya.kjOIJt477cVX2WxX]{Грозные очи}.
  • \n
\n

При сотворении этих заклинаний каждая карга заклинатель 12-го уровня, ее заклинательная характеристика Интеллект, СЛ испытаний против заклинаний равна 12 + модификатор Интеллекта карги, а бонус атаки заклинанием равен 4 + модификатор Интеллекта карги.

\n

Глаз карги. Ковен может создать магический предмет глаз карги, который изготавливают из настоящего глаза, покрытого лаком, и часто вправляют в кулон или другой надеваемый предмет, обычно глаз карги выдают прислужнику для хранения и переноски. Любая карга ковена может использовать действие, чтобы посмотреть, что видит глаз карги, если находится с ним на одном плане бытия. У глаза карги КБ 10, 1 ПЗ и ночное зрение в радиусе 60 футов. Если глаз уничтожат, все члены ковена получат по [[/r 3d10]] психического урома и @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{ослепнут} на 24 часа

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У ковена может быть не более одного глаза карги одновременно, и для создания нового все три члена ковена исполняют ритуал. Ритуал занимает 1 час, и карги не могут его совершить, пока ослеплены. Если во время ритуала одна из карг совершит вовсе не относящееся к нему действие, ритуал придется начинать с начала.

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Действия в логове

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По инициативе 20 (проигрыш при ничьей), карга может сделать действие в логове, которое вызовет один из следующих эффектов, однако, нельзя использовать один и тот же эффект два раунда подряд: 
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    \n
  • До инициативы 20 в следующем раунде, карга может проходить сквозь сплошные стены, двери, потолки и полы так, как будто их там нет. 
  • \n
  • Карга выбирает любое количество дверей и окон, которое может видеть и заставляет каждое из них открыться или закрыться по желанию. Закрытые двери могут закрыться магически (требуется успешная проверка Силы СЛ 20, чтобы ее открыть), пока она не разрешит им открыться или не использует это действие в логове снова, чтобы открыть их.
  • \n
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Могущественная морская карга может иметь следующие действия в логове: 
\n
    \n
  • Карга наполняет до четырех кубов воды со стороной 10 футов чернилами. В чернильных областях видимость @Compendium[laaru-dnd5-hw.sostoyaniya.3salIGyUpQe469BU]{крайне затруднена} на 1 минуту, однако стабильное, сильное подводное течение рассеивает чернила на инициативу 10. Карга игнорирует эффект затруднённой видимости чернил.
  • \n
  • Карга выбирает одного гуманоида в логове и мгновенно создает симулякр этого существа (как будто созданный заклинанием подобие [@Compendium[laaru-dnd5-hw.zaklinaniya.TXvWBQ0HTHTAmK2q]{Симулякр}]). Этот отвратительный симулякр создается из водорослей, полусъеденной рыбы и другого мусора, но все–таки напоминает имитируемое существо. Симулякр подчиняется приказам карги и уничтожается на инициативу 20 в следующем раунде.
  • \n
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\n
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\n

Воздействие на местность

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Злобная природа карги медленно проникает в окружающую среду вокруг ее логова, изменяя все во зло. Каждое логово карги является источником от трех до пяти воздействий на местность; дом бабушки, тетушки или ковена имеет больше эффектов, чем логово одинокой карги, а некоторые эффекты могут напрямую причинять вред нарушителям. Любое воздействие на местность, которое требует от существа пройти испытание использует СЛ самой могущественной способности карги. Эти эффекты либо заканчиваются сразу же после смерти карги или ее ухода, или пропадают в течение [[/r 2d10]] дней.

\n

Эффекты местности

\n

Область в 1 милю от логова бабушки карги изменена жестокой магией этого существа, что создает один или несколько из следующих эффектов:

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    \n
  • Птицы, грызуны, змеи, пауки или жабы (или какие-то другие существа, подходящие карге) во множестве встречаются здесь.
  • \n
  • Звери в области со значением Интеллекта 2 или меньше @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожены} каргой и им приказано быть агрессивными по отношению к нарушителям.
  • \n
  • Странные вырезанные фигурки, идолы из прутьев или тряпичные куклы магически появляются на деревьях.
  • \n
\n

Могущественная морская карга создает один или несколько из приведенных ниже дополнительных в радиусе 1 мили от ее логова: 

\n
    \n
  • Большинство поверхностей покрыто тонкой скользкой пленкой или слизью, которая липнет ко всему чего касается.
  • \n
  • Течения и приливы здесь особенно сильны и обманчивы. Любая проверка способностей для ориентирования или контроля судна для движения по этим водам делается с помехой.
  • \n
  • Берега завалены мертвой, гниющей рыбой. Карга может почувствовать если кто–то дотронется до рыбы и заставить ее говорить своим голосом.
  • \n
\n
\n
\n
\n
","public":""},"alignment":"хаотичная злая","race":null,"type":{"value":"fey","subtype":"","swarm":"","custom":""},"environment":"Coastal, Underwater","cr":2,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["aquan","common","giant"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Морская 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охотник / Invisible Stalker","type":"npc","img":"resources/storms-lord-wrath/tokens/invisible-stalker.png","items":[{"_id":"CybT2tUGwtMuRUJU","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Охотник совершает два крушащих удара. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hJGvkNHKahDOlNTF","name":"Крушащий удар","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 10 ([[/r 2d6 + 3]]) дробящего урона.
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0C22jgQz1PLP4A7j","name":"Невидимость","type":"feat","img":"icons/creatures/webs/webthin-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Охотник @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидим}. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Qvh8VmlyuowTGXta","name":"Безупречный следопыт","type":"feat","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Призвавший назначает охотнику добычу. Охотник знает, в каком направлении находится добыча и расстояние до неё, пока они находятся на одном плане бытия. Охотник также знает местонахождение того, кто его призвал. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2650000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.kf4uiWlzzSyrdrcS"}},"system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":104,"max":104,"temp":0,"tempmax":0,"formula":"16d8 + 32"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":50,"swim":null,"walk":50,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Невидимый охотник — это элементаль воздуха, призванный с родного плана бытия и трансформированный мощной магией. Его единственное предназначение охотиться на существ и возвращать предметы хозяину. Невидимый охотник исчезнет порывом ветра, когда будет повержен или когда связывающая его магия перестанет действовать.

\n

Целеустремлённый охотник. Когда невидимый охотник возникает, он всюду следует за призвавшим, пока ему не поручат задачу. Если поручение не включает в себя выслеживание и убийство определённого существа или возвращение предмета, магия, создавшая невидимого охотника, прекращает действовать и элементаль исчезает. В противном случае он выполняет поручение и возвращается к призвавшему за новыми приказами. Он вынужден служить, пока связывающая его магия не прекратит действовать. Если призвавший его умирает, невидимый охотник исчезает после завершения задачи.

\n

Невидимый охотник не горит желанием исполнять порученное. Всем полученным приказам он активно сопротивляется. Задание, требующее для выполнения длительного времени, он может исполнить по-своему, если не сформулировать его очень тщательно.

\n

Невидимая угроза. Невидимый охотник состоит из воздуха и абсолютно невидим. Существа могут слышать его и ощущать, когда он рядом с ними проходит, но элементаль остаётся невидимым, даже когда атакует. Заклинание, позволяющее видеть невидимое, покажет смутный контур невидимого охотника.

\n

Природа элементаля. Невидимому охотнику не нужны воздух, еда, питьё и сон.

\n

 

\n
\n
","public":""},"alignment":"нейтральный","race":null,"type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Urban","cr":6,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["exhaustion","grappled","paralyzed","petrified","poisoned","prone","restrained","unconscious"],"custom":""},"languages":{"value":["auran","custom","common"],"custom":"understands Common but doesn't speak 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молний","type":"spell","img":"modules/plutonium/media/icon/spell/phb-call-lightning.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"call%20lightning_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вокруг точки, которую вы видите прямо над вами в пределах дистанции, появляется грозовое облако в форме цилиндра 10 футов высотой и радиусом 60 футов. Заклинание не сработает, если вы не видите точки, где может появиться облако (к примеру, если вы в комнате, где оно не поместится).

\n

Когда вы творите это заклинание, выберите точку, которую видите, находящуюся под облаком. Молния обрушивается из облака в эту точку. Каждое существо в пределах 5 футов от точки должно пройти испытание Ловкости. При провале существо получает [[/r 3d10]] урона молнией, при успехе – половину этого урона. В каждый ваш ход, пока длится заклинание, вы можете использовать действие, чтобы таким образом вызвать молнию в ту же точку или в другую.

\n

Если вы творите это заклинание под открытым небом в бурю, оно даёт вам власть над уже существующей грозой, а не создаёт новую. В таких условиях урон заклинания увеличивается на [[/r 1d10]].

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 3-го.

","chat":"","unidentified":""},"source":{"custom":"Call Lightning"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":3,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5vNurU0Un5TXz5Pr","name":"Evard's Black Tentacles","type":"spell","img":"modules/plutonium/media/icon/spell/phb-evards-black-tentacles.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"evard's%20black%20tentacles_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take [[/r 3d6]] bludgeoning damage and be @condition[restrained] by the tentacles until the spell ends. A creature that starts its turn in the area and is already @condition[restrained] by the tentacles takes [[/r 3d6]] bludgeoning damage.

A creature @condition[restrained] by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":4,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a piece of tentacle from a giant octopus or a giant squid","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"AdS83qE9yfmUCLdf","name":"Управление водой","type":"spell","img":"modules/plutonium/media/icon/spell/phb-control-water.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"control%20water_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Пока длится заклинание, вы управляете любой свободной водой в выбранной вами области (куб с ребром до 100 футов). При сотворении вы можете выбрать один из перечисленных эффектов заклинания. В качестве действия в свой ход вы можете повторить тот же эффект или выбрать другой.

\n

Водоворот. Для этого эффекта требуется водоём площадью не менее 50 на 50 футов и глубиной не менее 25 футов. Водоворот образует воронку 5 футов в ширину у основания, 50 футов в ширину наверху и 25 футов в высоту в центре области. Любое существо или объект в воде в пределах 25 футов от воронки будет притянуто на 10 футов в её сторону. Существо может отплыть от воронки, успешно пройдя проверку Силы (Атлетика). СЛ равна СЛ испытаний против ваших заклинаний.

\n

Когда существо впервые за ход попадает в воронку или начинает в ней свой ход, оно должно пройти испытание Силы. При провале существо получает [[/r 2d8]] дробящего урона и остаётся затянутым в воронку, пока длится заклинание. При успехе существо получает половину этого урона и не затянуто в воронку. Существо, затянутое в воронку, может использовать действие, чтобы попытаться выплыть из нее, как описано выше, но у него помеха к этой проверке Силы (Атлетика).

\n

Когда объект впервые за ход оказывается в воронке, он получает [[/r 2d8]] дробящего урона. Этот урон повторяется каждый раунд, пока он остаётся в воронке.

\n

Перенаправление потока. Вы заставляете текущую воду в области течь в другом направлении на ваш выбор, даже если воде придется перетекать через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается туда, куда вы её направите, но, выйдя за пределы области, она снова течёт в обычном направлении. Вода продолжает течь в указанном вами направлении, пока длится заклинание или пока вы не выберете иной эффект.

\n

Потоп. Вы заставляете уровень всей стоячей воды в области подняться на 20 футов. Если в область входит берег, вода выплескивается на него.

\n

Если вы выбрали область внутри большего водоёма, вместо этого вы создаёте 20-футовую волну, которая проносится с одной стороны области на другую, а затем обрушивается. Любой транспорт огромного размера или меньше на пути волны будет перенесён на другой конец области. Любой транспорт огромного размера или меньше, попавший под удар волны, переворачивается с шансом [[/r 1d100]] 25%.

\n

Уровень воды остаётся высоким, пока длится заклинание или пока вы не выберете иной эффект. Если эффект вызвал волну, она повторяется в начале вашего следующего хода, пока длится эффект потопа.

\n

Разделение вод. Вы заставляете воду в области расступиться, создав проход. Он тянется через всю область действия, а расступившаяся вода образует стены по бокам. Проход остаётся, пока длится заклинание или пока вы не выберете иной эффект. После этого воды плавно заполнят проход в течение следующего раунда, пока не восстановится обычный уровень воды.

","chat":"","unidentified":""},"source":{"custom":"Control Water"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"капля воды и щепотка пыли","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"09YcV9FXlahMSJGf","name":"Тьма","type":"spell","img":"modules/plutonium/media/icon/spell/phb-darkness.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Из выбранной вами точки в пределах дистанции исходит магическая тьма, наполняя сферу радиусом 15 футов, пока длится заклинание. @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{Тьма} распространяется и за углы. Существо с ночным зрением не может видеть в ней, и никакой немагический свет не может её осветить.

\n

Если начальная точка находится на объекте, который вы держите, или на объекте, который не носят и не держат другие существа, то тьма исходит от этого предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом вроде ведра или шлема, он заблокирует тьму.

\n

Если область действия этого заклинания накладывается на область света, созданного заклинанием 2-го круга или ниже, заклинание, создавшее свет, рассеивается.

","chat":"","unidentified":""},"source":{"custom":"Darkness"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"шерсть летучей мыши и капля смолы или кусочек угля","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ngrLsXBCTEeC8rOf","name":"Дыхание под водой","type":"spell","img":"modules/plutonium/media/icon/spell/phb-water-breathing.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"water%20breathing_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Заклинание даёт десяти или менее согласным существам, которых вы видите в пределах дистанции, способность дышать под водой, пока длится заклинание. Существа под влиянием заклинания сохраняют возмож ность дышать и обычным способом.

","chat":"","unidentified":""},"source":{"custom":"Water Breathing"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"тростинка или соломинка","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Vz48TaHoanzjB7tm","name":"Хождение по воде","type":"spell","img":"modules/plutonium/media/icon/spell/phb-water-walk.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"water%20walk_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Заклинание даёт способность перемещаться по любой жидкой поверхности вроде воды, кислоты, грязи, снега, зыбучего песка или лавы, как если бы это была безопасная твёрдая поверхность (при этом существа, ходящие по раскалённой лаве, всё ещё могут получить урон от жары). Пока длится заклинание, эту способность получают до десяти согласных существ, которых вы видите в пределах дистанции.

\n

Если сотворить это заклинание на существо, уже погруженное в жидкость, магия поднимет цель на поверхность со скоростью 60 футов в раунд.

","chat":"","unidentified":""},"source":{"custom":"Water Walk"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"кусок пробки","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Op6MiW94E54s9qH8","name":"Приказ","type":"spell","img":"modules/plutonium/media/icon/spell/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

\n

Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\nПодойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n

Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n

Пади.\n

Цель падает, @Compendium[dnd5e.rules.ZkXz0qdkNBkKE6tN]{распластывается}

\n

и заканчивает ход.

\nБеги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n

Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

","chat":"","unidentified":""},"source":{"custom":"Command"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Ai3LGIJtMVrNf6rY","name":"Создание или уничтожение воды","type":"spell","img":"modules/plutonium/media/icon/spell/phb-create-or-destroy-water.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"create%20or%20destroy%20water_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы создаете или уничтожаете воду.

\n

Создание воды. Вы создаёте до 10 галлонов чистой воды в пределах дистанции в открытом сосуде. Как вариант, вода может пролиться дождём в 30-футовом кубе в пределах дистанции, гася открытое пламя в этой области.

\n

Уничтожение воды. Вы уничтожаете до 10 галлонов воды в открытом сосуде в пределах дистанции. Как вариант, вы можете уничтожить туман в 30-футовом кубе в пределах дистанции.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то создаёте или уничтожаете дополнительно 10 галлонов воды либо размер куба увеличивается на 5 футов за каждый круг ячейки выше 1-го.

","chat":"","unidentified":""},"source":{"custom":"Create or Destroy Water"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"капля воды для создания воды, несколько крупиц песка для её уничтожения","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dxBBQOY5n0gtuPcu","name":"Thunderous Touch","type":"weapon","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Melee Spell Attack: [[/r 1d20+5]] (+5) to hit, reach 5 ft., one creature. Hit: 27 ([[/r 5d10]]) thunder damage.

","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d10","thunder"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GeCx1ydCSRdOtwk6","name":"Voice of the Kraken (Recharges after a Short or Long Rest)","type":"feat","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be @condition[frightened] for 1 minute. A @condition[frightened] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"con"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"EHp5CC4b3lJAqBQ1","name":"Amphibious","type":"feat","img":"icons/environment/creatures/frog-spotted-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

The priest can breathe air and water.

","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Tk6T2dD2lEpD3ukK","name":"Innate Spellcasting","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
Innate Spellcasting.

The priest's spellcasting ability is Wisdom (spell save DC 13, [[/r 1d20+5]] (+5) to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][Op6MiW94E54s9qH8], @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][Ai3LGIJtMVrNf6rY]

  • 3/day each: @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][AdS83qE9yfmUCLdf], @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][09YcV9FXlahMSJGf], @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][ngrLsXBCTEeC8rOf], @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][Vz48TaHoanzjB7tm]

  • 1/day each: @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][iaffot8mHlwsVvEZ], @ActorEmbeddedItem[1zs2jMGuogpqe7Ak][5vNurU0Un5TXz5Pr]

","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"AlQflOvMGkNXRoRU","name":"Адское возмездие","type":"spell","img":"modules/plutonium/media/icon/spell/phb-hellish-rebuke.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hellish%20rebuke_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы указываете пальцем на существо, нанесшее вам урон, и его немедленно окутывает адское пламя. Существо должно пройти испытание Ловкости. Оно получает [[/r 2d10]] урона огнём при провале или половину этого урона при успехе.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 1-го.

","chat":"","unidentified":""},"source":{"custom":"Hellish Rebuke"},"activation":{"type":"reaction","cost":1,"condition":"когда вы получаете урон от существа в пределах 60 футов от вас, которое вы видите"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"1","per":"lr","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10+ 1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RBBRO52ADDgz8wTO","name":"Тьма","type":"spell","img":"modules/plutonium/media/icon/spell/phb-darkness.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Из выбранной вами точки в пределах дистанции исходит магическая тьма, наполняя сферу радиусом 15 футов, пока длится заклинание. @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{Тьма} распространяется и за углы. Существо с ночным зрением не может видеть в ней, и никакой немагический свет не может её осветить.

\n

Если начальная точка находится на объекте, который вы держите, или на объекте, который не носят и не держат другие существа, то тьма исходит от этого предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом вроде ведра или шлема, он заблокирует тьму.

\n

Если область действия этого заклинания накладывается на область света, созданного заклинанием 2-го круга или ниже, заклинание, создавшее свет, рассеивается.

","chat":"","unidentified":""},"source":{"custom":"Darkness"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"1","per":"lr","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"шерсть летучей мыши и капля смолы или кусочек угля","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9f1jrvW0MH18bRkO","name":"Тавматургия","type":"spell","img":"modules/plutonium/media/icon/spell/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n

\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

","chat":"","unidentified":""},"source":{"custom":"Thaumaturgy"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"03XGrLSbgZccKREe","name":"Age","type":"feat","img":"icons/magic/air/wind-tornado-cyclone-red-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Tieflings mature at the same rate as humans but live a few years longer.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GMnVyKyARErenp28","name":"Alignment","type":"feat","img":"icons/magic/air/wind-tornado-cyclone-red-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UBUGBTHBRhr4vOkF","name":"Ночное зрение","type":"feat","img":"icons/magic/air/wind-tornado-cyclone-red-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Прикоснитесь к согласному существу, и оно получит способность видеть в темноте. Пока длится заклинание, у этого существа @Compendium[dnd5e.rules.10RNSKCH2hTja3DG]{Ночное зрение} в радиусе 60 футов.

","chat":"","unidentified":""},"source":{"custom":"Darkvision"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"8Dmcq59uSOCNVe37","name":"Hellish Resistance","type":"feat","img":"icons/magic/air/fog-gas-smoke-swirling-orange.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

You have resistance to fire damage.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"cVd7gj06qQ1ILlZQ","name":"Infernal Legacy","type":"feat","img":"icons/creatures/unholy/demon-fanged-horned-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

You know the @spell[thaumaturgy] cantrip. Once you reach 3rd level, you can cast the @spell[hellish rebuke] spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the @spell[darkness] spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

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You can speak, read, and write Common and Infernal.

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A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.

The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.

Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements.

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Атака оружием в ближнем бою: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 13 ([[/r 2d8 + 4]]) дробящего урона. 
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\n
Атака оружием, в ближнем бою или дистанционная: [[/r 1d20+6]] (+6) к броску, зона досягаемости 5 футов или дистанция зо/120 футов, одна цель.
\n
Попадание: 11 ([[/r 2d6 + 4]]) колющего урона.
\n
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\n

Эта грубая броня состоит из толстых мехов и шкур. Ее обычно носят племена варваров, злые гуманоиды и другие люди, у которых нет доступа к инструментам и материалам, необходимым для создания более совершенных доспехов.

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\n
\n
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\"Худшие. Танцоры. В мире\"
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- сатир Риддлиддл об ограх
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Огры. У огров крепкое тело, но очень ленивый ум. Они живут за счёт набегов, питаются отбросами и убивают ради пропитания и для удовольствия. Средняя особь достигает в высоту 9-10 футов и весит около тысячи фунтов.
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Яростный характер. Огры славятся вспыльчивостью; они выходят из себя от малейшей обиды. Оскорбления, пусть даже словесные, мгновенно будят в огре гнев — как и попытки его обокрасть, толкнуть, пихнуть, принудить к чему-то, а также насмешки, гримасы и просто косые взгляды. Разозлившись, огр крушит всё вокруг, пока не останется ни предметов, ни существ.
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Отвратительные обжоры. Огры едят практически всё подряд, но особенно им нравится вкус дварфов, полуросликов и эльфов. Если это возможно, они сочетают обед с развлечением и гоняются за кричащими жертвами, прежде чем съесть их живьём. Если огр насытился, но остались части тел, он может сделать себе набедренную повязку из кожи жертв или ожерелье из оставшихся костей. Это жуткое ремесло — вершина культуры огров.
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Жадные коллекционеры. Глаза огра горят от жадности, когда видят чужое имущество. В набеги они берут с собой грубые мешки, которые заполняют потрясающими «сокровищами», отобранными у жертв. Это может быть несколько мятых шлемов, заплесневелый круг сыра, грубо сделанный плащ из шкуры животного или визжащая грязная свинья. Ограм также нравится блеск серебра и золота, и они передерутся между собой за пригоршню монет. Умные существа могут заполучить доверие огра, предложив ему золото или оружие, выкованное для существа его размера.
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Легендарная тупость. Мало какой огр умеет считать до десяти, даже на пальцах. Большинство говорит на рудиментарной разновидности великаньего языка и знает лишь несколько слов на всеобщем. Огры верят тому, что им говорят, и их легко одурачить или сбить с толку, но они ломают то, чего не могут понять. Красноречивых обманщиков, решивших испытать свои таланты на этих дикарях, часто заставляют проглотить свои лживые слова, а потом проглатывают и их самих. Примитивные скитальцы. Огры одеваются в шкуры животных и вырывают деревья, чтобы иметь грубые инструменты и оружие. Для охоты они делают пилумы с каменными наконечниками. Создавая логово, они селятся рядом с окраинами цивилизованных земель, пользуясь тем, что скот и припасы там защищены плохо, а крестьяне бывают опрометчивыми. Огр спит в пещерах, логовах животных и под деревьями, пока не найдёт хижину или дом на отшибе, после чего убивает обитателей и селится там сам. Если огру скучно или голодно, он выходит из логова и атакует всё, что попадётся ему на пути. Он перейдёт в другое место только после того, как уничтожит все источники пищи в округе.
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Банды огров. Иногда огры сбиваются в небольшие кочевые группы, хотя тем далеко до настоящего племени. Когда встречаются несколько банд огров, одна может попытаться захватить членов другой группы, чтобы увеличить свою численность. Однако представители банды могут перейти и добровольно, особенно если у соперников в этот момент больше еды и оружия. Если есть возможность, огры объединяются с другими чудовищами, чтобы задирать и пожирать тех, кто слабее их. Они легко сходятся с гоблиноидами, орками и троллями и практически поклоняются великанам. В сложной структуре общества великанов (известной как «орднунг») у огров самый низкий статус. Поэтому огры делают практически всё, что приказывают им великаны.
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Юань-ти совершает две дистанционные атаки или три атаки ближнего боя, но атаку укусом и Сдавливание может использовать только по одному разу.

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Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одно существо.
\n
Попадание: 7 ([[/r 1d6 + 4]])  колющего урона плюс 10 ([[/r 3d6]]) урона ядом. 
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Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 10 футов, одна цель
\n
Попадание: 11 ([[/r 2d6 + 4]])  дробящего урона, и цель @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена} (СЛ освобождения 14). Пока длится захват, цель @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижена}, а юань-ти не может сдавить другую цель. 
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Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 11 ([[/r 2d6 + 4]]) режущего урона. 
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Дистанционная атака оружием: [[/r 1d20+6]] (+6) к броску, дистанция 150/600 футов, одна цель.
\n
Попадание: 12 ([[/r 2d8 + 3]]) колющего урона плюс 10 ([[/r 3d6]]) урона ядом,
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\n

Юань-ти может использовать действие, чтобы превратиться в змею крупного размера или вернуться в истинную форму. Его параметры не меняются в зависимости от формы. Всё снаряжение, которое он носит или держит, не превращается. Он не изменяет форму, если умирает. 

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У юань-ти преимущество к испытаниям против заклинаний и других магических эффектов. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jAEFnbUCiukv955c","name":"Врождённые заклинания (только в форме отродья)","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Заклинательная характеристика юань-ти — Харизма (СЛ испытаний против заклинаний 15). У него есть следующие врождённые заклинания, ему не требуются для них реагенты:
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\n
Заклинание позволяет вам убедить животное, что вы ему не враг. Выберите животное, которое видите в пределах дистанции. Оно должно видеть и слышать вас Если Интеллект животного 4 и выше, заклинание не сработает. В ином случае животное должно пройти испытание Мудрости, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожено} вами, пока длится заклинание. Если вы или ваш спутник причините цели вред, заклинание прекращает действовать
\n
На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное животное за каждый круг ячейки выше 1-го.
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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"кусочек пищи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"664DvZScxjDSPuNA","name":"Внушение","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"}},"system":{"description":{"value":"
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Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к  @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

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Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

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Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

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Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HUPFjNtPLtaeTPog","name":"Ужас","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-fear.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fear_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.WITakVZqZW3kQQa7"}},"system":{"description":{"value":"
\n

Вы проецируете призрачный образ того, чего существо боится больше всего. Каждое существо в пределах 30-футового конуса должно пройти испытание Мудрости. При провале оно уронит то, что держит в данный момент, и будет @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугано}, пока длится заклинание.

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Пока существо @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугано} этим заклинанием, оно должно в каждый свой ход совершать действие @Compendium[laaru-dnd5-hw.dejstviya.v1tkJ8DKVJFCNFPM]{Рывок} и перемещаться как можно дальше от вас безопасным путём, пока ему не станет некуда бежать. Если цель заканчивает ход в таком месте, где вы больше не будете на её линии видимости, она может пройти испытание Мудрости. При успехе заклинание прекращает на неё действовать.

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","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"белое перо или сердце курицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2200000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.7bArPkiG1aTp2JXE"}},"system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +2"},"hp":{"value":127,"max":127,"temp":0,"tempmax":0,"formula":"15d10 + 45"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"
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«Юань-ти давным-давно лишились человечности, а вместе с ней и рассудка».

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— из книги «Хозяева запретного города » Кодо Видака

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Отродье юань-ти. Отродья, чудовищные змеи с мощными торсами и руками гуманоидов, высшая каста общества юань-ти. Они больше остальных похожи на то, какими бы расу хотели видеть змеиные боги. Они плетут сложные интриги и совершают тёмные ритуалы, надеясь когда-нибудь править миром. 

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Юань-ти

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Юань-ти — это коварный змеиный народ, лишённый сострадания. Обитающие в далёких храмах в джунглях, болотах и пустынях юань-ти планируют вытеснить другие расы и властвовать над ними, став богами.

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Забытая человечность. Когда-то юань-ти были людьми, благоденствовавшими на заре цивилизации и поклонявшимися змеям как тотемным животным. Они славили змейную гибкость, сдержанность и смертоносность. Продвинутая философия этих людей учила, что благо — в уходе от эмоций ив чистоте сосредоточенного разума.

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Культура юань-ти была одной из самых богатых в мире смертных. Их воины были легендарны, их империи постоянно расширялись. Храмы юань-ти стояли в центрах древних столиц, в них они возносили молитвы богам, которым пытались подражать. Со временем змеиные боги услышали эти молитвы, и их шипящие голоса сообщили из темноты, что должны сделать юань-ти. После этого религия юань-ти стала ещё более фанатичной. Культы поклонялись змеиным богами подражали им, занимаясь каннибализмом и принося в жертву гуманоидов. С помощью мерзкого чародейства юань-ти спаривались со змеями и полностью отказались от человечности, чтобы стать похожими на змеиных богов внешне, а также в мыслях и эмоциях.

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Змеиные короли павших империй. Юань-ти считают физическое перевоплощение переломным моментом в истории своей расы, позволившим сбросить ненужную человечность, как мёртвую кожу. Те, кто не превратился, стали рабами или пищей тех, кто был благословлён Змеиными богами. Позже империи юань-ти угасли или были побеждены теми, кто сражался с каннибализмом и работорговлей. Змеиный народ остался на руинах своих столиц, вдали от прочих рас.

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Холодные сердца. Эмоции гуманоидов чужды для большинства юань-ти, проявление чувств для них — слабость, которую можно использовать в своих целях. Юань-ти относятся к миру и событиям, происходящим в их жизни, с крайним прагматизмом, и ими практически невозможно манипулировать без помощи магии, хотя сами они контролируют других существ запугиванием и обещаниями.

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Юань-ти понимают, что мир, которым они хотят править, нельзя надолго удержать грубой силой и что многие существа откажутся служить. Поэтому они соблазняют существ обещаниями богатства и власти, а гуманоиды во все века совершали фатальную ошибку и доверяли юань-ти. Они забывают, что юань-ти, ведущий себя честно или предлагающий помощь в трудные времена, делает это ради своих тайных целей.

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Лидеры юань-ти — хитрые и безжалостные тактики, готовые пожертвовать рядовыми юань-ти, если победа оправдает эти потери. Они не знают, что такое честный бой, и если это возможно, нападают первыми из засады.

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Ложное поклонение. Жизнь юань-ти вращается вокруг их храмов, но они не любят богов, которым поклоняются. Это поклонение для них способ обрести власть, Юань-ти считают, что тот, кто накопит достаточно силы, может сожрать и заменить собой одного из богов юань-ти. Юань-ти всеми силами стремятся к такому возвышению и с легкостью совершают любые зверства, чтобы его достичь.

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Змеиные боги
Юань-ти поклоняются нескольким могущественным сущностям как богам, включая следующих:
Дендар, Ночная Змея. Последователи Дендар говорят, что когда-нибудь, питаясь чужими страхами и кошмарами, она вырастет настолько большой, что проглотит весь мир. Юань-ти, поклоняющиеся Дендар, всеми способами запугивают других существ, вызывая и поддерживая в гуманоидах страх, чтобы кормить Ночную Змею.
Мерршолк, Хозяин Ямы. Главное божество юань-ти, погружённое в долгую спячку. Он уснул, когда ему стали меньше поклоняться. Жрецы Mерршолка — это отродья юань-ти, традиционно приносящие в жертву живых существ и вызывающие страдания во имя этого божества. Отродья верят, что, совершив достаточно мерзких поступков, они пробудят Мерршолка и вернут юань-ти законное место в мире.
Ссет, Шипящая Смерть. Сcет являлся в древние времена в облике крылатого юань-ти, утверждая, что он аватара Мерршолка. Говоря голосом Мерршолка, Ссет обещал, что решит все проблемы юань-ти и построит новую империю. Многие из тех, кто служил Мерршолку, стали поклоняться Ссету. Некоторые юань-ти давно уже подозревают, что Ссет воспользовался тем, что Мерршолк спит, и на самом деле он самозванец. Они считают, что Ссет мог даже сожрать Мерршолка, и это он теперь отвечает на молитвы служителей Мерршолка, а его жрецы обращают самых упрямых последователей Мерршолка в свою веру или съедают их.
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\n
","public":""},"alignment":"нейтральный злой","race":null,"type":{"value":"monstrosity","subtype":"shapechanger, yuan-ti","swarm":"","custom":""},"environment":"Desert, Forest, 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/ Ghost","type":"npc","img":"resources/storms-lord-wrath/tokens/ghost.png","items":[{"_id":"sbbFuKEqKUS29Zqx","name":"Иссушающее касание","type":"weapon","img":"icons/magic/unholy/strike-hand-glow-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
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Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 17 ([[/r 4d6 + 3]]) некротического урона. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"cha","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6 + @mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"n5JIQH1qRNFFsM2W","name":"Выход в Эфир","type":"feat","img":"icons/magic/unholy/barrier-shield-glowing-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Привидение переходит на Эфирный план с Материального плана или наоборот. Оно видимо на Материальном плане, пока находится в Эфирных границах, и наоборот, хотя не может воздействовать на то, что находится на другом плане, или подвергаться воздействию того, что происходит на другом плане. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QzS7lU0wmvrc1lhF","name":"Ужасный облик","type":"feat","img":"icons/magic/death/projectile-skull-fire-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Все существа, кроме нежити, в пределах 60 футов от привидения и способные видеть его, должны пройти испытание Мудрости со СЛ 13, при провале они @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испуганы} на 1 минуту. Если цель проваливает испытание на 5 и более, она также стареет на [[/r 1d4 * 10]] (1d4 × 10) лет. Испуганная цель может повторять это испытание в конце каждого своего хода, прекращая состояние испуга при успехе. При успехе испытания или если эффект для цели прекратился, она получает невосприимчивость к Ужасному облику этого привидения на следующие 24 часа. Эффект старения можно отменить заклинанием @Compendium[laaru-dnd5-hw.zaklinaniya.lFqzcFBz3F0u96i1]{Высшее восстановление}, но только если оно будет сотворено в течение 24 часов после воздействия.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"cha"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RALf9TSAxsYSBX7E","name":"Вселение (перезарядка 6)","type":"feat","img":"icons/magic/control/fear-fright-monster-grin-purple-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}}},"system":{"description":{"value":"
\n

Один гуманоид, которого привидение видит в пределах 5 футов от себя, должен пройти испытание Харизмы со СЛ 13, при провале привидение в него вселяется. После этого привидение исчезает, а цель @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведена из строя} и теряет контроль над своим телом. Теперь привидение контролирует это тело, но цель воспринимает происходящее. Привидение не может быть целью атак, заклинаний и прочих эффектов, кроме тех, что изгоняют нежить, и оно сохраняет свои мировоззрение, Интеллект, Мудрость, Харизму и невосприимчивость к @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугу} и @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению}. Во всём остальном привидение использует параметры цели, но оно не получает доступ к знаниям, классовым особенностям и умениям цели.

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Вселение длится до тех пор, пока ПЗ тела не опустятся до 0, пока привидение не прекратит его в качестве бонусного действия или пока привидение не изгонят или не заставят уйти таким эффектом, как заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.S7e8t6AIgYh9AJV0]{рассеивание зла и добра}. Когда вселение заканчивается, привидение возвращается в свободное пространство в пределах 5 футов от тела. При успехе испытания или если вселение прекратилось, цель получает невосприимчивость ко Вселению этого привидения на 24 часа. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":13,"scaling":"cha"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Wwr9RoLyJmOZZVit","name":"Эфирное зрение","type":"feat","img":"icons/magic/perception/eye-tendrils-web-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Привидение может видеть Эфирный план в пределах 60 футов, пока находится на Материальном плане и наоборот. 

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\n
Привидение может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Оно получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
\n
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\n
\n

Привидение— это душа когда-то живого существа, привязанная к определённому месту, созданию или предмету, которые были важны для этого существа при жизни.

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Незаконченные дела. Привидение стремится выполнить незавершённое при жизни дело. Оно может пытаться отомстить за свою смерть, исполнить клятву или передать послание любимому. Привидение может не понимать, что умерло, и заниматься повседневными делами. Есть и те, кем движет злоба; такие привидения не успокоятся, пока вся ненавистная семья или организация не уничтожена.

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Самый надёжный способ избавиться от привидения — завершить его незаконченные дела. Привидение легче уничтожить, если использовать слабости из его прошлой жизни. Привидение человека, замученного до смерти, можно снова уничтожить при помощи орудий той самой пытки. Привидение садовника может стать уязвимым, если будет окружено сильным цветочным ароматом.

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Проявления привидений. Из мест, в которых обитают привидения, исходит ощущение одиночества и острой тоски. Странные звуки или тишина создают гнетущую атмосферу. В комнатах могут появляться холодные области даже в присутствии огня. Область может заполниться удушающим смрадом, предметы могут шевелиться, а из могил — вставать трупы. Привидения не контролируют эти проявления, все они происходят сами по себе.

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Природа нежити. Привидение не нуждается в воздухе, еде, питье и сне.

\n

 

\n
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Атака заклинанием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одно существо.
\n
Попадание: 10 ([[/r 3d6]]) некротического урона. Цель должна пройти испытание Выносливости со СЛ 10, при провале её максимум ПЗ уменьшается на число, равное полученному урону. Уменьшение длится до тех пор, пока цель не завершит долгий отдых. Цель умирает, если этот эффект уменьшает её максимум ПЗ до 0.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"cha"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pe7h8ZC1nfNzUj2M","name":"Бестелесное перемещение","type":"feat","img":"icons/magic/air/air-wave-gust-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Призрак может перемещаться через других существ и объекты, как если бы они были @Compendium[laaru-dnd5-hw.sostoyaniya.WrXQxa4m8MPq1p9i]{пересечённой местностью}. Он получает 5 ([[/r 1d10]]) урона силой, если завершает свой ход внутри объекта. 
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Пока призрак на солнечном свету, он получает помеху к броскам атаки и проверкам Мудрости (Внимание), основанным на зрении. 

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":3700000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.5W5fuo8Ab5pVesfX"}},"system":{"abilities":{"str":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":50,"swim":null,"walk":0,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
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\n

Призрак — это гневная, необузданная душа гуманоида, не ушедшая в посмертие. Призрак больше не обладает связью со своей прошлой личностью и обречён на бесконечное блуждание по миру. Некоторые из них появляются, когда тёмная магия или касание духа вырывает душу из живого тела.

\n

Лишённые искупления. Когда незаконченные дела @Compendium[laaru-dnd5-hw.chudovisha.oDZ5JhSKsOBgpJB1]{Привидения}завершены, оно может наконец отдохнуть. Призраку же никогда не получить ни покоя, ни искупления. Он обречён существовать на Материальном плане и может лишь тогда уйти в забвение, когда его душа будет разрушена. До тех же пор он влачит существование в заброшенных местах, забытый всем миром за долгие века.

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Бессмертная ненависть. Живые существа напоминают призраку о жизни, которой он лишён. Один лишь взгляд на живых наполняет призрака гневом и печалью. Призрак убивает быстро и безжалостно, ведь только лишив других жизни, он может получить облегчение. Однако, сколько бы жизней призрак ни отнял, он всегда полон ненависти и скорби.

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Обитатели тьмы. Солнечный свет — это источник жизни, который не погасить ни одному призраку, и этот свет вызывает у них боль. С наступлением ночи они покидают свои места упокоения в поисках живых существ, которых можно убить, ведь мало какое оружие может справиться с призраком. С первыми лучами рассвета призраки отступают во тьму, где остаются до наступления ночи.

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Природа нежити. Призрак не нуждается в воздухе, еде, Питье и сне.

\n

 

\n
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","public":""},"alignment":"хаотичная злая","race":null,"type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Underdark, Urban","cr":1,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["necrotic","poison"],"bypasses":[],"custom":""},"dr":{"value":["acid","cold","fire","lightning","thunder","physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","grappled","paralyzed","petrified","poisoned","prone","restrained","unconscious"],"custom":""},"languages":{"value":["custom"],"custom":"understands all languages it knew in life but can't 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Разведчик совершает две атаки ближнего боя или две дистанционные атаки.

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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BnJb1mAjN3RP2rK1","name":"Острое зрение и слух.","type":"feat","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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У разведчика преимущество к проверкам Мудрости (Внимание), основанным на слухе или зрении.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UKftKtbcGUCk8rXB","name":"Кожаный доспех","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":600000,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb"},"core":{"sourceId":"Item.kSzHXphvcqsLtQgA"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"
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Кожаный доспех сделан из вываренной в масле жёсткой кожи, защищающей грудь и плечи, и более мягких материалов в других местах.

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Дистанционная атака оружием: [[/r 1d20+4]] (+4) к броску, дистанция 150/600 футов, одна цель.
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Попадание: 5 ([[/r 1d8 + 2]]) колющего урона.
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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.

\n

Попадание: 5 ([[/r 1d6 + 2]]) колющего урона.

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\n

Разведчики — это умелые охотники и следопыты, предлагающие свои услуги за плату. Большая их часть охотится на диких животных, но некоторые также охотятся за головами, служат проводниками или военными разведчиками.

\n
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","public":""},"alignment":"Любое мировоззрение","race":null,"type":{"value":"humanoid","subtype":"Любая раса","swarm":"","custom":""},"environment":"","cr":0.5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Один любой язык (Обычно 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Тёмного Прилива","type":"npc","img":"resources/storms-lord-wrath/tokens/dark-tide-knight.png","items":[{"_id":"HcRntfYwuKGHwUFy","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Мультиатака. Рыцарь делает две атаки коротким мечом.

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","chat":"","unidentified":""},"source":{"custom":"PotA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"37F0g22ZqlJjGj7W","name":"Короткий меч","type":"weapon","img":"icons/weapons/swords/sword-guard-brown.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Средних размеров клинок с прочной гардой и обтянутой кожей рукоятью. Универсальное оружие, которое компенсирует универсальностью то, что ему не хватает длины.

","chat":"","unidentified":""},"source":{"custom":"Shortsword"},"quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"fin":true,"lgt":true},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uXdOLm1KPFNJHIkL","name":"Кавалерийская пика","type":"weapon","img":"icons/weapons/ammunition/arrow-head-war-flight.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Сверкающий стальной наконечник пробивает защиту самого стойкого врага, вбиваемый силой мчащегося скакуна. Хотя кавалерийская пика лучше всего подходит для ведения боя верхом, в умелых руках она может стать смертельно опасной и в пешем бою.

\n

Особое. У вас помеха, если вы атакуете кавалерийской пикой цель в пределах 5 футов от вас. Кроме того, для использования кавалерийской пики нужно две руки, если вы не верхом на скакуне.

","chat":"","unidentified":""},"source":{"custom":"Lance"},"quantity":1,"weight":6,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"rch":true,"spc":true},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xI7FY83y7oDh6t01","name":"Связь с верховым животным","type":"feat","img":"modules/plutonium/media/icon/mighty-force.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Связь с верховым животным. Рыцарь магически связан с животным с врождённой скоростью плавания, которое было обучено нести всадника. Пока рыцарь сидит верхом на таком скакуне, он получает все чувства животного и может дышать под водой. Связанное животное подчиняется приказам рыцаря. Если животное умирает, рыцарь может обучить нового скакуна, получая те же преимущества. Этот процесс занимает месяц.

\n
","chat":"","unidentified":""},"source":{"custom":"PotA"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"MB8STjENKRDm1XXW","name":"Скрытая атака","type":"feat","img":"icons/skills/melee/blade-tip-chipped-blood-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Скрытая атака. Рыцарь наносит дополнительные 7 [[/r 2d6]] урона, когда попадает по цели оружием и обладает преимуществом на атаку, или в 5 футах от цели находится союзник цели, который не находится без сознания и рыцарь при этом не имеет помехи на бросок атаки.

\n
","chat":"","unidentified":""},"source":{"custom":"PotA"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BHklqf59OgUXYcbt","name":"Невероятное уклонение","type":"feat","img":"modules/plutonium/media/icon/mighty-force.svg","effects":[],"folder":null,"sort":0,"flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Невероятное уклонение. Когда нападающий, которого рыцарь может видеть, попадает по нему атакой, он может реакцией уменьшить вдвое урон, причиняемый ему этой атакой.

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","chat":"","unidentified":""},"source":{"custom":"PotA"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2400000,"flags":{"srd5e":{"page":"bestiary.html","source":"PotA","hash":"dark%20tide%20knight_pota"}},"system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":58,"max":58,"temp":0,"tempmax":0,"formula":"9d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra's dark power, they gain the ability to ride sea-creatures that normally wouldn't be suitable as mounts, and can even breathe underwater and share their mount's senses. The knights prefer to fight from or in the water, since they don't like to leave their mounts behind, but they can be fierce opponents on foot at need.

Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory.

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Дроу совершает две атаки коротким мечом. 

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Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d6 + 4]]) колющего урона плюс 10 ([[/r 3d6]]) урона ядом. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"],["3d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"fin":true,"lgt":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nRgBSnSJxKuH2Myk","name":"Ручной арбалет","type":"weapon","img":"icons/weapons/crossbows/crossbow-simple-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"resource":true},"altValue":{"quantity":false,"resource":true}}}},"system":{"description":{"value":"
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Дистанционная атака оружием: [[/r 1d20+7]] (+7) к броску, дистанция 30/120 футов, одна цель.
\n
Попадание: 7 ([[/r 1d6 + 4]]) колющего урона, и цель должна пройти испытание Выносливости со СЛ 13, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлена} на 1 час. При провале на 5 или более цель также @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{теряет сознание}, пока отравлена таким образом. Цель приходит в сознание, если получает урон или если другое существо разбудит ее, потратив действие. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":3,"price":{"value":75,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"ammo","target":"ob0Qpq9vqpcTbDZf","amount":1,"scale":false},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"con"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"","properties":{"amm":true,"lgt":true,"lod":true,"ada":false,"ret":false,"two":false,"rch":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jx2z7zpSUviizPPs","name":"Наследие фей","type":"feat","img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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У дроу преимущество к испытаниям против @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожения}, и магия не может его усыпить. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"e1TA7Gqxt3IoY9FR","name":"Чувствительность к солнцу","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Пока дроу на солнечном свету, он получает помеху к броскам атаки и проверкам Мудрости (Внимание), основанным на зрении.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mrW3mTQyF0L0COgg","name":"Парирование","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
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Дроу добавляет 3 к КБ против одной атаки ближнего боя, которая должна попасть по нему. Для этого дрон должен видеть атакующего и использовать оружие ближнего боя.
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Заклинательная характеристика дроу — Харизма (СЛ испытаний против заклинаний 12). У него есть следующие врождённые заклинания, ему не требуются для них реагенты:
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Сделан из плотной, но гибкой кожи и усилен частыми заклёпками или шипами.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":13,"price":{"value":45,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"I6zdRYcONcCDzbNQ","name":"Щит","type":"equipment","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","effects":[],"folder":null,"sort":200000,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"shield_phb"},"core":{"sourceId":"Item.m2wEeNUSQJPf6CG0"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"
\n

Щит изготавливается из дерева или металла и носится в одной руке. Ношение щита увеличивает ваш класс брони на 2. Одновременно вы можете использовать только один щит.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":6,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ob0Qpq9vqpcTbDZf","name":"Стрелы","type":"consumable","img":"icons/containers/ammunition/arrows-quiver-black.webp","effects":[],"folder":null,"sort":1100000,"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"arrow_phb"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":{"0":""}},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Item.lT6It3mZDuDKEd9I"}},"system":{"description":{"value":"","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":20,"weight":0.05,"price":{"value":0.05,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false,"prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"yspclwTmzEHRoxwy","name":"Пляшущие огоньки","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-dancing-lights.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.rNJQ8zzw5YwFIFZt"}},"system":{"description":{"value":"
\n

Вы создаёте до четырёх огоньков размером с факелы в пределах дистанции, придав им форму факелов, фонарей или светящихся шаров. Они парят в воздухе, пока длится заклинание. Вы можете также соединить четыре огонька в один светящийся силуэт в форме гуманоида среднего размера. Независимо от формы, каждый огонёк испускает тусклый свет в радиусе 10 футов.

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В качестве бонусного действия в свой ход вы можете переместить огоньки на расстояние до 60 футов в пределах дистанции. Каждый огонёк должен находиться в пределах 20 футов от другого, созданного тем же заклинанием. Если огонёк выходит за пределы дистанции заклинания, он гаснет.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"space","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"крошка фосфора, гнилушка или светлячок","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Lo4kjp4fVCt7Iohe","name":"Левитация","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-levitate.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"levitate_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fuy41lzPDHsODXlF"}},"system":{"description":{"value":"
\n

Одно существо или незакрепленный объект на ваш выбор, которых вы видите в пределах дистанции, поднимается вертикально вверх на 20 футов или менее и остается там подвешенным, пока длится заклинание. Заклинание может поднять цель, весящую не более 500 фунтов. Если существо не согласно, оно может пройти испытание Выносливости, при успехе заклинание на него не подействует.

\n

Цель может перемещаться, только подтягиваясь к неподвижным предметам или поверхностям в зоне ее досягаемости или отталкиваясь от них (например, от стен или потолка), что позволяет ей перемещаться как при лазании. Вы можете поднять или опустить цель на 20 или менее футов в ваш ход. Если ваша цель — вы сами, вы можете двигаться вверх или вниз в качестве части вашего перемещения. В противном случае вы можете использовать действие, чтобы переместить цель, и она должна оставаться в пределах дистанции заклинания.

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Когда заклинание прекращает действовать, цель плавно опускается на землю, если ещё находилась в воздухе на тот момент.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"кожаная петля либо золотая проволока, согнутая в форме чашки с длинной ручкой","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Ow3AVdgee10OZJeB","name":"Тьма","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-darkness.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.PbeguSvgVQ7gutLl"}},"system":{"description":{"value":"
\n

Из выбранной вами точки в пределах дистанции исходит магическая тьма, наполняя сферу радиусом 15 футов, пока длится заклинание. @Compendium[laaru-dnd5-hw.sostoyaniya.QaHqDYEkBSnpDwhB]{Тьма} распространяется и за углы. Существо с ночным зрением не может видеть в ней, и никакой немагический свет не может её осветить.

\n

Если начальная точка находится на объекте, который вы держите, или на объекте, который не носят и не держат другие существа, то тьма исходит от этого предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом вроде ведра или шлема, он заблокирует тьму.

\n

Если область действия этого заклинания накладывается на область света, созданного заклинанием 2-го круга или ниже, заклинание, создавшее свет, рассеивается.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"шерсть летучей мыши и капля смолы или кусочек угля","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WSRPpass0x5pDsC7","name":"Фейское сияние","type":"spell","img":"modules/laaru-dnd5-hw/icon/spell/phb-faerie-fire.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.aGlCcMm0fm0md9Mt"}},"system":{"description":{"value":"
\n

Каждый объект внутри 20-футового куба в пределах дистанции окружает синий, зелёный или лиловый свет (на ваш выбор). Любое существо, оказавшееся во время сотворения в области действия, тоже окружает свет, если оно проваливает испытание Ловкости. Пока длится заклинание, объекты и существа под его влиянием испускают тусклый свет в радиусе 10 футов.

\n

Любой бросок атаки против подсвеченного существа или объекта имеет преимущество, если атакующий видит цель. Подсвеченное существо или объект не получает пользы от @Compendium[laaru-dnd5-hw.sostoyaniya.z03U5lNQtd71dWJT]{невидимости}

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"Zs7yJru4DCapi5DP":3,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2150000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.hP9JooK7fY5uZ1QV"}},"system":{"abilities":{"str":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":71,"max":71,"temp":0,"tempmax":0,"formula":"11d8 + 22"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"
\n

 «Такая порочность. Такая ужасающая жестокость. Они мерзкий яд, отравляющий всех эльфов».

\n

— Эльф Hелар Отемвелл, жрец Кореллона Лоретиана

\n
\n

 

\n

Элитный воитель дроу. Элитные воители защищают свои дома и высокопоставленных членов дома от врагов, но специализируются на сражениях с дварфами, гномами и эльфами (включая других дроу). Они часто совершают под покровом ночи набеги на поселения на поверхности и возвращаются в Подземье ещё до рассвета с пленниками и награбленным добром. Элитными воителями могут быть как мужчины, так и женщины.

\n

 

\n

Дроу

\n

Десятки тысяч лет тому назад эльфы разделились, когда те, что были великодушными, выступили против тех, что были эгоистичными и жестокими. Эта война среди эльфов окончилась тем, что добрые эльфы изгнали злобных в подземные глубины. Там, в тёмных пещерах и бесконечных узких проходах, тёмные эльфы-дроу и нашли себе прибежище. А возглавила их единственная эльфийская богиня, не покинувшая их. Под её началом тёмные эльфы построили целую подземную империю.

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Дети Лолт. Дроу поклоняются Лолт, богине, обитающей в Бездне и известной как Паучья Королева или Демоническая Королева Пауков. Именно вокруг неё тёмные эльфы и построили свою подземную цивилизацию. Чего бы она ни потребовала, дроу это выполнят. Дроу, самые безнравственные из всех эльфов, редко показываются на поверхности. И хоть они и стремятся уничтожить эльфов, изгнавших их, себя они изгнанниками вовсе не считают. Они полноправные правители Тьмы, и когда Лолт прикажет им восстать и уничтожить родственников с поверхности, они справятся.

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Существа из тьмы. Дроу прожили под землёй так долго, что приспособились и могут видеть во тьме. Однако теперь они не переносят солнечный свет. Когда в Подземье заканчиваются рабы, дроу отправляют на поверхность ловчие отряды для поимки гуманоидов под покровом ночи. Потом пленников уводят в подземные города, где пытают, чтобы добиться послушания. За исключением таких редких вылазок дроу остаются под землёй, где они чувствуют себя в безопасности, держа всё под контролем.

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Города Подземья. Тёмные эльфы строят потрясающие города в огромных пещерах, изобилующих едой и водой. Их способность обрабатывать камень может посоперничать с умением лучших ремесленников дварфов, но их строения сохраняют эльфийскую элегантность. Поселения дроу выглядят изящными, но при этом крепки и прочны. Дроу любят вырезать изнутри огромные сталагмиты и сталактиты, создавая заселённые шпили, тянущиеся от пола или потолка. Города дроу — это обширные мегаполисы, окружённые высокими стенами. Все их гости, кроме самих дроу, должны вести свои дела за их пределами и под бдительным присмотром. Дроу выращивают гигантских пауков, которые помогают защищать города от чужаков, а также окутывают эти города прекрасной паутиной, которая останавливает летающих врагов, желающих перепорхнуть через стену.

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Магия дроу. К подземной жизни приспособились не только сами дроу, но и их магия. Она используется не только для создания домов из камня, но и для усиления оружия, создания новых опасных магических предметов и призыва демонов из Бездны. Заклинатели дроу крайне высокомерны и не гнушаются использовать магию в самых отвратительных целях.

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Оружие и броня. Дроу изготавливают оружие из адамантина, тёмного и невероятно прочного металла. Ремесленники дроу украшают оружие и доспехи филигранью в виде паутины и пауков, а заклинатели иногда наполняют эти предметы магией, увеличивая эффективность. Однако эта магия исчезает на солнечном свету, поэтому магическое оружие и броня дроу редко сохраняют бонус улучшения и магические свойства, если их выносят на поверхность.

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Беспощадная политика. Политика дроу беспощадна и полна интриг. Если дроу сотрудничают, то, скорее всего, против общего врага, чтобы выжить самим, а такие союзы недолговечны и опасны. Общество дроу поделено на благородные дома, каждый из которых возглавляет матрона, старающаяся повысить престиж и силу своего дома. Прочие высокопоставленные представители дома — кровные родственники, а средние ранги заполнены дроу из слабых семейств, принёсших старшему дому клятву верности. В самом низу социальной лестницы дома находятся рабы, состоящие из дроу низкого происхождения и разнообразных пленников.

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Матриархат. Лолт через своих преданных жриц диктует законы всего общества дроу и следит, чтобы ее приказы и замыслы исполнялись. Лолт часто сама появляется на Материальном плане и наказывает ослушавшихся, поэтому дроу делают всё, что скажет она и её жрицы. В сообществе дроу мужчины подчиняются женщинам. Мужчина может возглавлять патруль в Подземье или отряд, идущий на поверхность, но он всё равно подчиняется женщине — либо матроне своего дома, либо другой женщине, выбранной матроной. В обществе дроу мужчины могут выполнять практически любые функции, но не могут быть священнослужителями и не могут возглавить дом.

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Страсть к ядам. Яды, добытые из пауков и растений Подземья, широко распространены среди дроу и играют важную роль в их культуре и политике. Дроу-маги изобретают вязкие яды, лишающие врагов сознания. Воители дроу покрывают ими свои клинки и арбалетные болты и с нетерпением ждут окончания боя, когда можно будет перейти к допросам и пыткам.

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Вариант: Магическое оружие и броня дроу
Дроу часто носят магическое оружие и магическую броню. Они навсегда теряют бонус улучшения, если проведут на солнечном свету хотя бы 1 час.

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    \n
  • У дроу, носящего +1 кольчужную рубаху и использующего +1 короткий меч, будет КБ 19 и бонус +к броскам атаки и урона коротким мечом.
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  • У элитного воителя дроу, носящего +2 клёпаный кожаный доспех и +2 короткий меч, будет КБ 20 и бонус +2 к броскам атаки и урона коротким мечом..
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  • У жрицы Лолт, носящей +3 чешуйчатый доспех, будет КБ 19..
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\n

Удар головой. Рукопашная атака оружием: +8 [[/r 1d20+8]] к попаданию, досягаемость 5 фт., одна цель. Попадание: 11 [[/r 2d6+4]] колющий урон.

\n
","chat":"","unidentified":""},"source":{"custom":"SLW"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"4UEFKlm8Kk3OVyp1","name":"Клинки молний","type":"weapon","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Клинки молний. Рукопашная атака оружием: +8 [[/r 1d20+8]] к попаданию, досягаемость 5 фт., одна цель. Попадание: 9 [[/r 2d4+4]] рубящий урон.

\n
","chat":"","unidentified":""},"source":{"custom":"SLW"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"j1Jrp1BhhVyHhlIH","name":"Обманчивая внешность","type":"feat","img":"icons/magic/nature/stealth-hide-eyes-green.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Обманчивая внешность. Пока статуя остается неподвижной, она неотличима от обычной статуи. 

\n
","chat":"","unidentified":""},"source":{"custom":"SLW"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hByTn1Vu91c67R6Z","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":"FmFWJYKVsIxdqJ9u","sort":300000,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false},"core":{"sourceId":"Item.qe6UhrZDxheCIkFS"}},"system":{"description":{"value":"
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Мультиатака. Вершитель совершает две атаки: одну когтями и одну укусом.

\n
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\n

Тролль совершает три атаки: одну укусом и две когтями.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ewhX2aPCmgFerPdv","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 7 ([[/r 1d6 + 4]]) колющего урона. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"93NCVzUdP8wmQLSd","name":"Когти","type":"weapon","img":"icons/skills/melee/blood-slash-foam-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 11 ([[/r 2d6 + 4]]) режущего урона. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dzPP2Kk4LiOY6FXA","name":"Острый нюх","type":"feat","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

У тролля преимущество к проверкам Мудрости (Внимание), основанным на нюхе. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"14REgZytepU4LmWg","name":"Регенерация","type":"feat","img":"icons/skills/wounds/anatomy-organ-heart-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Тролль восстанавливает 10 ПЗ в начале своего хода. Если тролль получает урон кислотой или огнём, эта особенность не действует в начале его следующего хода. Тролль умирает, только если начинает свой ход с 0 ПЗ и не может регенерировать.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":3200000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.iDm03GkD2vmooeiB"}},"system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +4"},"hp":{"value":84,"max":84,"temp":0,"tempmax":0,"formula":"8d10 + 40"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Тролли обладают жутким аппетитом и едят всё, что могут поймать и запихнуть в рот. У них нет никакого общества, но иногда они служат наёмниками у орков, огров, эттинов, карг и великанов. В качестве оплаты тролли требуют еду и сокровища. Однако троллей сложно контролировать, и они своенравно себя ведут даже под властью более сильных существ.

\n

Регенерация. Раздробленные кости и исполосованная кожа лишь разозлят тролля. Раны у этих существ быстро закрываются. Если тролль потерял руку, ногу или даже голову, эти части тела иногда могут жить своей жизнью. Тролль может даже присоединить отрубленные части тела обратно, и те тут же прирастут. Только кислота и огонь могут остановить регенерацию плоти тролля. Разъярённый тролль будет прорываться к тем, кто атакует огнём или кислотой, стремясь уничтожить их в первую очередь.

\n

Уродства троллей. Способность к регенерации делает троллей уязвимыми к мутациям. Тролль может получить мутацию в зависимости от того, что он сделал или что сделали с ним, хотя такие преображения всё же происходят нечасто. У тролля сотрубленной головой из обрубка шей могут вырасти две головы, а у тролля, сожравшего фею, может появиться одна или несколько ее особенностей. 

\n
Вариант: Самостоятельные части тела.
У некоторых троллей есть следующая особенность.
Самостоятельные части тела. Каждый раз, когда тролль получает как минимум 15 режущего урона за раз, бросьте [[/r d20]], чтобы определить, что произошло:

1-10: Ничего не происходит.
11-14: Одна нога отрублена, если у тролля есть хотя бы одна нога.
15-18: Одна рука отрублена, если у тролля есть хотя бы одна рука.
19-20: Голова тролля отрублена, но он умирает, только если не может регенерировать. Если тролль умирает, умирает и его Голова.

Если тролль завершает короткий или долгий отдых, не вернув отрубленную часть тела на место, эта часть вырастает заново. В этот момент отрубленная часть тела умирает. До тех же пор отрубленная часть тела действует при значении инициативы тролля, обладая собственным действием и перемещением. У отрубленной части тела КБ 13, 10 ПЗ и особенность тролля Регенерация.
У отрубленной ноги скорость 5 футов, она не может атаковать.
У отрубленной руки скорость, 5 футов, она может совершать в свой ход одну атаку когтями. У неё помеха к броску атаки, если только тролль не видит одновременно и руку, и её цель. Каждый раз, когда тролль теряет руку, он теряет одну атаку когтями.

Если голова отрублена, тролль теряет атаку укусом и его тело @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{Ослеплено}, если только голова его не видит. У отрубленной головы скорость 0 футов и особенность тролля Острый нюх. Она может совершать атаку укусом, но только по целям, находящимся с ней в одном пространстве.

Если у тролля отсутствует одна нога, его скорость уменьшается вдвое. Если он теряет обе ноги, то падает @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластанным}. Если у него есть обе руки, он может ползти. С одной рукой он тоже может ползти, но его скорость уменьшена вдвое. Без рук и ног у него скорость ои он не получает пользы от бонусов к скорости.
\n

 

\n
\n
","public":""},"alignment":"хаотичный злой","race":null,"type":{"value":"giant","subtype":"","swarm":"","custom":""},"environment":"Arctic, Forest, Hill, Mountain, Swamp, Underdark","cr":5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["giant"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Тролль","displayName":20,"actorLink":false,"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"monks-enhanced-journal":{"chatbubble":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"resources/storms-lord-wrath/tokens/troll.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6sIDWrk11lhqcVc1","name":"Упырь / Ghoul","type":"npc","img":"resources/storms-lord-wrath/tokens/ghoul.png","items":[{"_id":"kdmQKlg96jgdNBoh","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
\n
Атака оружием в ближнем бою: [[/r 1d20+2]] (+2) к броску, зона досягаемости 5 футов, одно существо.
\n
Попадание: 9 ([[/r 2d6 + 2]]) колющего урона.
\n
 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RORxmsTM5M6uVETI","name":"Когти","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
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Атака оружием в ближнем бою: [[/r 1d20+4]] (+4) к броску, зона досягаемости 5 футов, одна цель.
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Попадание: 7 ([[/r 2d4 + 2]]) режущего урона. Если цель — существо, но не эльф и не нежить, оно должно пройти испытание Выносливости со СЛ 10, при провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализовано} на 1 минуту. Цель может повторять это испытание в конце каждого своего хода, при успехе эффект для неё прекращается.
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","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"wis"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":400000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.oQhcmheNMWHTODKx"}},"system":{"abilities":{"str":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
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Упыри бродят стаями в ночи, движимые ненасытным желанием пожирать плоть гуманоидов.

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Пожиратели плоти. Словно личинки или жуки-могильщики, упыри любят места, полные разложения и смерти. Упыри обитают там, где можно пировать мёртвой плотью и разложившимися органами. Когда нет возможности питаться мертвецами, упырь преследует живых существ и пытается превратить их в трупы. Упыри не насыщаются пожираемой плотью, но всё равно их гонит голод, заставляющий постоянно жрать. Мёртвая плоть упыря никогда не гниет, это чудовище может провести в склепе или гробнице много лет, ничем не питаясь.

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Происхождение из Бездны. Упыри происходят из Бездны. Доресэйн, первый из их рода, был эльфом, поклоняющимся Оркусу. Отвернувшись от своего народа, он пировал плотью гуманоидов, чтобы почтить Демонического Владыку Нежити. В награду за служение Оркус превратил  Доресэйна в первого упыря.  Доресэйн преданно служил Оркусу в Бездне, создавая упырей из других слуг демонического владыки, пока Йеногу, демонический Повелитель Гноллов, не отнял у  Доресэйна его владения. Оркус не вступился за него, и  Доресэйн обратился за спасением к эльфийским богам, которые сжалились над ним и помогли избежать верного уничтожения. С тех пор эльфы невосприимчивы к парализующему касанию упырей.

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Вурдалаки. Иногда Оркус наделяет упыря большим количеством энергии Бездны, создавая вурдалака. Упыри похожи на диких зверей, а вурдалак хитёр и может возглавить целую стаю упырей.

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\n
","public":""},"alignment":"хаотичная злая","race":null,"type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Swamp, Underdark, Urban","cr":1,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","poisoned"],"custom":""},"languages":{"value":["common"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Упырь","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"monks-enhanced-journal":{"chatbubble":""},"autorotate":{"enabled":null},"elevation-drag-ruler":{"selectedSpeed":"auto","hideSpeedButton":false,"hideTerrainButton":false,"ignoredEnvironments":{"all":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"arctic":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"coast":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"desert":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"forest":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"grassland":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"jungle":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"mountain":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":true,"climb":true},"swamp":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"underdark":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"urban":{"any":false,"walk":false,"swim":false,"fly":false,"burrow":false,"climb":false},"water":{"any":false,"walk":false,"swim":true,"fly":false,"burrow":false,"climb":false}}}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"resources/storms-lord-wrath/tokens/ghoul.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"basic","attenuation":0.1,"saturation":0,"contrast":0},"appendNumber":false,"prependAdjective":false,"detectionModes":[]},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"fGBLp2sSnNaZ2bI8","name":"Хиссейн","type":"npc","img":"resources/storms-lord-wrath/tokens/hissain.png","items":[{"_id":"06ERQp8phZuoK6T7","name":"Свет","type":"spell","img":"modules/plutonium/media/icon/spell/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""}},"system":{"description":{"value":"

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{Яркий свет} в радиусе 20 футов и @Compendium[dnd5e.rules.mKsmKfuLvJ3GjPzN]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.

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Если цель – объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.

","chat":"","unidentified":""},"source":{"custom":"Light"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uDyxeQ7lGjUOxNh7","name":"Священное пламя","type":"spell","img":"modules/plutonium/media/icon/spell/phb-sacred-flame.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]].

","chat":"","unidentified":""},"source":{"custom":"Sacred Flame"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Vhn7DpDKiAhND4se","name":"Спасение умирающего","type":"spell","img":"modules/plutonium/media/icon/spell/phb-spare-the-dying.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"spare%20the%20dying_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы касаетесь живого существа, у которого осталось 0 ПЗ. Существо стабилизируется. Заклинание не действует на нежить и конструкции.

","chat":"","unidentified":""},"source":{"custom":"Spare the Dying"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sl2srgvbhUNfr2kQ","name":"Тавматургия","type":"spell","img":"modules/plutonium/media/icon/spell/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n

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Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

","chat":"","unidentified":""},"source":{"custom":"Thaumaturgy"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CEHQYRskMHR8hx1d","name":"Приказ","type":"spell","img":"modules/plutonium/media/icon/spell/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Вы отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

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Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\nПодойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n

Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n

Пади.\n

Цель падает, @Compendium[dnd5e.rules.ZkXz0qdkNBkKE6tN]{распластывается}

\n

и заканчивает ход.

\nБеги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n

Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

","chat":"","unidentified":""},"source":{"custom":"Command"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sMe1JflhfofxR71k","name":"Направляющий луч","type":"spell","img":"modules/plutonium/media/icon/spell/phb-guiding-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""}},"system":{"description":{"value":"

Вспышка света бьёт в выбранное вами существо в пределах дистанции. Совершите дистанционную атаку заклинанием по этой цели. При попадании цель получает [[/r 4d6]] лучистого урона, а следующий бросок атаки против этой цели до конца вашего следующего хода получает преимущество благодаря тусклому мистическому свету, который исходит от неё.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.

","chat":"","unidentified":""},"source":{"custom":"Guiding Bolt"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"odJMilnRiIDNhflE","name":"Очищение еды и питья","type":"spell","img":"modules/plutonium/media/icon/spell/phb-purify-food-and-drink.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"purify%20food%20and%20drink_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Любая немагическая пища и напитки в пределах сферы радиусом 5 футов вокруг выбранной вами точки в пределах дистанции очищаются и избавляются от яда и болезней.

","chat":"","unidentified":""},"source":{"custom":"Purify Food and Drink"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bhMAZXiPE1pRfcCc","name":"Паралич гуманоида","type":"spell","img":"modules/plutonium/media/icon/spell/phb-hold-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[dnd5e.rules.BJaVW22yVYe7dtzq]{парализована}, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n

На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

","chat":"","unidentified":""},"source":{"custom":"Hold Person"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"прямой кусочек железа","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"s6DJ7wRmp5dcTddI","name":"Нисшее восстановление","type":"spell","img":"modules/plutonium/media/icon/spell/phb-lesser-restoration.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"lesser%20restoration_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Прикоснитесь к существу и исцелите одну его болезнь или состояние. Из состояний можно исцелить @Compendium[dnd5e.rules.995mfaI3z7WtY7vK]{слепоту}, @Compendium[dnd5e.rules.XnDPIa0MLWhGvuQg]{глухоту}, @Compendium[dnd5e.rules.BJaVW22yVYe7dtzq]{паралич} или @Compendium[dnd5e.rules.prcOUhkWEVppFVbg]{отравление}.

","chat":"","unidentified":""},"source":{"custom":"Lesser Restoration"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gz6h6NqMAJHeusx7","name":"Тишина","type":"spell","img":"modules/plutonium/media/icon/spell/phb-silence.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"silence_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Пока длится заклинание, никакой звук не может возникнуть в сфере радиусом 20 футов вокруг выбранной вами точки в пределах дистанции или пройти сквозь неё. Любое существо или объект, полностью находящиеся в этой сфере, невосприимчивы к урону громом, но при этом такие существа на время становятся @Compendium[dnd5e.rules.XnDPIa0MLWhGvuQg]{глухи}. В этой области невозможно сотворить заклинание со словесным компонентом.

","chat":"","unidentified":""},"source":{"custom":"Silence"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"3FX1Ihbr3c7iaScp","name":"Проклятие","type":"spell","img":"modules/plutonium/media/icon/spell/phb-bestow-curse.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"bestow%20curse_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Прикоснитесь существу, и оно должно пройти испытание Мудрости. При провале оно будет проклято, пока длится заклинание. Когда вы творите заклинание, выберите проклятие из этих вариантов:

\n\n

Заклинание [Снятие проклятия] прекращает этот эффект. По решению мастера вы можете выбрать другой вариант проклятия, но он не должен быть мощнее описанных выше. Окончательное решение по действию проклятия остается за мастером.

\n

На высоких кругах. Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, его длительность – концентрация, до 10 минут. Если использовать ячейку 5-го круга или выше, длительность – 8 часов. Если использовать ячейку 7-го круга или выше, длительность – 24 часа. Если использовать ячейку 9-го круга, заклинание действует, пока не рассеяно. При сотворении с использованием ячейки 5-го круга или выше заклинание не требует концентрации.

","chat":"","unidentified":""},"source":{"custom":"Bestow Curse"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UDPRgaLx9IXbjau5","name":"Рассеивание магии","type":"spell","img":"modules/plutonium/media/icon/spell/phb-dispel-magic.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"}},"system":{"description":{"value":"

Выберите одно существо, объект или магический эффект в пределах дистанции. Любое заклинание 3-го круга или ниже, наложенное на цель, прекращает действовать. Для каждого заклинания 4-го круга или выше пройдите проверку своей заклинательной характеристики. СЛ равна 10+ круг заклинания. При успехе заклинание прекращает действовать.

\nНа высоких кругах. Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, вы автоматически рассеиваете те заклинания, наложенные на цель, чей круг ниже или равен кругу использованной вами ячейки.

","chat":"","unidentified":""},"source":{"custom":"Dispel Magic"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"i7zV59H8kNrlHaQH","name":"Зуб-Кинжал","type":"weapon","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Зуб-Кинжал. Рукопашная атака оружием: +4 [[/r 1d20+4]] к попаданию, досягаемость 5 фт., одна цель. Попадание: 4 [[/r 1d4+2]] колющий урон. 

\n
","chat":"","unidentified":""},"source":{"custom":"GoS"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KCVe5Vv0AVvO56jb","name":"Челюсти Семуаньи","type":"feat","img":"modules/plutonium/media/icon/mailed-fist.svg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n

Челюсти Семуаньи (Перезарядка 5- 6). Помощник вождя применяет примитивную магию Семуаньи, призывая призрачную пасть вокруг цели, которую он может видеть в пределах 60 футов от себя. Цель должна совершить спасбросок Ловкости со Сл 13, получая 22 [[/r 5d8]] колющего урона при провале, или половину этого урона при успехе. Также провалившее спасбросок существо становится Испуганным до конца своего следующего хода

\n
","chat":"","unidentified":""},"source":{"custom":"GoS"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"wis"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IwlAxdFecfrixQnx","name":"Колдовство","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
\n
Колдовство. Помощник вождя является заклинателем 5 уровня. Его базовой характеристикой является Мудрость (Сл спасброска от заклинаний 13, +5 [[/r 1d20+5]]к атакам заклинаниями). У него подготовлены следующие заклинания жреца
\n
 
\n
    \n
  • \n

    Заговоры (неограниченно):

    \n
  • \n
\n

@ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][06ERQp8phZuoK6T7], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][uDyxeQ7lGjUOxNh7], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][Vhn7DpDKiAhND4se], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][sl2srgvbhUNfr2kQ]

\n
    \n
  • \n

    1-й уровень (4 ячейки):

    \n
  • \n
\n

@ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][CEHQYRskMHR8hx1d], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][sMe1JflhfofxR71k], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][odJMilnRiIDNhflE]

\n
    \n
  • \n

    2-й уровень (3 ячейки):

    \n
  • \n
\n

@ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][bhMAZXiPE1pRfcCc], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][s6DJ7wRmp5dcTddI], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][gz6h6NqMAJHeusx7]

\n
    \n
  • \n

    3-й уровень (2 ячейки):

    \n
  • \n
\n

@ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][3FX1Ihbr3c7iaScp], @ActorEmbeddedItem[fGBLp2sSnNaZ2bI8][UDPRgaLx9IXbjau5]

\n
\n
 
\n
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\n

Задержка дыхания. Вершитель может задержать дыхание на 15 минут. 

\n
","chat":"","unidentified":""},"source":{"custom":"GoS"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":1700000,"flags":{"srd5e":{"page":"bestiary.html","source":"GoS","hash":"lizardfolk%20subchief_gos"}},"system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":14,"calc":"natural","formula":""},"hp":{"value":52,"max":52,"temp":0,"tempmax":0,"formula":"8d8 + 16"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":30,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis"},"details":{"biography":{"value":"

The lizardfolk subchief (seen in Danger at Dunwater) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief's prowess in both battle and piety.

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Мультиатака. Вершитель совершает две атаки: одну когтями и одну укусом.

\n
","chat":"","unidentified":""},"source":{"custom":"GoS"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RAdBxIQlUOQCg9MT","name":"Когти","type":"weapon","img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Когти. Рукопашная атака оружием: [[/r 1d20+5]] к попаданию, досягаемость 10 фт., одна цель. Попадание: 12 [[/r 2d8+3]] рубящий урон. 

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","chat":"","unidentified":""},"source":{"custom":"GoS"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":1},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"DLcodr3AZuMGssih","name":"Укус","type":"weapon","img":"icons/creatures/abilities/mouth-teeth-long-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Укус. Рукопашная атака оружием: +5 [[/r 1d20+5]] к попаданию, досягаемость 5 фт., одна цель. Попадание: 8 [[/r 1d10+3]] колющий урон.

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\n

Разрыв пространства (Перезарядка 5- 6). Вершитель делает атаку когтями против любого существа по своему выбору в пределах 10 футов от себя. Пораженное этой атакой существо должно преуспеть в спасброске Сл 13 Силы или будет Сбито с ног. 

\n
","chat":"","unidentified":""},"source":{"custom":"GoS"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"str"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"OMyLYdpXr3w6bPAO","name":"Кровавое бешенство","type":"feat","img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"
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Кровавое бешенство. Вершитель совершает с преимуществом броски рукопашных атак по существам, у которых очки здоровья ниже своего максимума.

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\n

Задержка дыхания. Вершитель может задержать дыхание на 15 минут. 

\n
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Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a dayslong ritual performed by a shaman. As seen in Danger at Dunwater, the render's claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious.

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улитка / Flail Snail","type":"npc","img":"resources/storms-lord-wrath/tokens/flail-snail.png","items":[{"_id":"PlQV8mDl82ZsmCIx","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Цеповая улитка делает столько атак Цепными Щупальцами, сколько у нее их осталось, всеми по одной цели.

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","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"yc8jsEu6KsoqVo7W","name":"Цепное щупальце","type":"weapon","img":"icons/creatures/tentacles/tentacle-earth-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n
\n
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 10 футов, одна цель.
\n
Попадание: 6 ([[/r 1d6 + 3]]) дробящего урона. 
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","chat":"","unidentified":""},"source":{"custom":"VGM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"fBvTEhZQ3c4AuhHd","name":"Сверкающая Раковина (перезарядка после короткого или длинного отдыха)","type":"feat","img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Раковина улитки испускает ослепительный, цветной свет до конца следующего хода улитки. В это время раковина испускает яркий свет в радиусе 30 футов, и существа, которые могут видеть улитку, получают помеху на броски на попадание по ней.

\n
\n

Кроме того, любое существо в ярком свете и могущее видеть улитку, должно пройти испытание Мудрости со СЛ 15 в момент активации способности или будет в @Compendium[laaru-dnd5-hw.sostoyaniya.OviWCQAGcXISdTbj]{шоке} до окончания эффекта.

\n
\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"con"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CaUQSfxDdPD50qBs","name":"Защита в Раковине","type":"feat","img":"icons/creatures/reptiles/turtle-shell-glowing-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Цеповая улитка отступает в свою раковину и получает бонус +4 к КБ до того, как снова появится. Она может появиться из раковины бонусным действием в свой ход.

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","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"OrnEMlj8JKFyaHIC","name":"Антимагическая раковина","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Улитка имеет преимущество на испытания от заклинаний и любое существо, делающее атаку заклинанием по улитке получает помеху на бросок на попадание.

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Если улитка успешно проходит испытание от заклинания или атака заклинанием промахивается по ней, то может возникнуть дополнительный эффект, определяемый броском кубика:

\n\n
","chat":"","unidentified":""},"source":{"custom":"VGM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"con"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hqIVSRinOIRV2cH6","name":"Цепные щупальца","type":"feat","img":"icons/creatures/tentacles/tentacles-thing-green.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
\n

Цеповая улитка имеет пять цепных щупалец. Если улитка получает 10 или более урона в один ход, то одно из ее щупалец погибает. Даже если останется только одно щупальце, то улитка восстановит все погибшие за [[/r 1d4]] дней.

\n
\n

Если все щупальца умрут, то улитка втягивается в раковину, получает @Compendium[laaru-dnd5-hw.sostoyaniya.xNd8TVxm9NpiJsw1]{полное укрытие} и начинает вопить, этот звук слышно в радиусе 600 футов, остановится она только когда умрет через [[/r 5d6]] минут.

\n

Магия исцеления, которая восстанавливает части тела, такая как заклинание @Compendium[laaru-dnd5-hw.zaklinaniya.f5mnKaYhrrDyeH0P]{Регенерация}, может остановить процесс умирания.

\n
\n
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\n
\n
\n

Цеповая улитка – существо элементальной земли, которая ценится за свою разноцветную раковину. При виде этого неторопливого, внешне безвредного существа, у многих охотников складывается ложное ощущение самоуверенности. Но если любое существо, достаточно большое, чтобы быть угрозой для цеповой улитки, приближается к ней слишком близко, улитка выдает вспышку света и атакует своими палицеподобными щупальцами.

\n

След из сокровищ. Если ее не беспокоить, цеповая улитка медленно движется по земле, поглощая всё на ее поверхности, включая камни, песок и почву, и останавливаясь, чтобы полакомиться выростами кристаллов или залежами минералов. За собой она оставляет мерцающий след, который быстро застывает и превращается в тонкий слой почти прозрачной субстанции, которая несъедобна для улитки. Этот стекловидный материал может быть собран и разрезан на панели для окон различной степени прозрачности. Также он может быть нагрет и преобразован в другие стеклянные объекты. Некоторые гуманоиды зарабатывают на жизнь, преследуя цеповых улиток и собирая это стекло.

\n

 

\n
\n
\n
Использование раковины цеповой улитки. Раковина цеповой улитки, весящая около 250 фунтов, обладает множеством применений. Неповрежденная раковина может быть продана за 5,000 зм. Охотники ценят раковину за ее антимагические свойства. Умелый бронник может сделать три щита из одной раковины. На один месяц каждый щит дает своему носителю принадлежащее улитке свойство Антимагическая Раковина. Когда магия щита ослабевает, остается экзотический щит, идеальный для изготовления @Compendium[laaru-dnd5-hw.predmety.zuMSlTYLDBQsCiua]{Щита обороны от магии} Также из раковины цеповой улитки можно сделать @Compendium[laaru-dnd5-hw.predmety.bMWEQ3R7UI0uNmvA]{Переливчатую мантию}. Раковину расталкивают в порошок, который добавляется в краску, которой красится одеяние. Порошок также служит материальным компонентом ритуала, которым зачаровывается мантия.
\n
\n
\n
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Правители, аристократы, купцы, главы гильдий и прочие богачей используют шпионов, чтобы выжить в беспощадном мире политики. Шпион обучен тайно собирать сведения. Верный шпион скорее умрёт, чем выдаст секреты, компрометирующие его самого или его нанимателя.

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воды / Water Elemental","type":"npc","img":"resources/storms-lord-wrath/tokens/water-elemental.png","items":[{"_id":"cqIpLpqjeAnUcZTc","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Элементаль совершает два крушащих удара. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"YhP1mryJEsjGERFJ","name":"Крушащий удар","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою: [[/r 1d20+7]] (+7) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 13 ([[/r 2d8 + 4]]) дробящего урона. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6kFsCfJdcd2qt7c7","name":"Захлёст (перезарядка 4-6)","type":"feat","img":"icons/magic/water/vortex-water-whirlpool.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}}},"system":{"description":{"value":"
\n

Все существа в пространстве элементаля должны пройти испытание Силы со СЛ 15. При провале цель получает 13 ([[/r 2d8 + 4]]) дробящего урона. Если цель размером не больше крупного, она также @Compendium[laaru-dnd5-hw.sostoyaniya.7f8T5CkJ4jx0rzsy]{захвачена} (СЛ освобождения 14). Пока длится захват, цель @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижена} и не может дышать (если только не способна дышать под водой). При успехе испытания цель выталкивается из пространства элементаля.

\n

Элементаль может одновременно держать в захвате одно существо крупного размера или до двух существ размером не больше среднего. В начале каждого хода элементаля каждая захваченная им цель получает 13 ([[/r 2d8 + 4]]) дробящего урона. Существо в пределах 5 футов от элементаля может вытянуть существо или объект из него, если в качестве действия успешно пройдёт проверку Силы со СЛ 14.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":4,"charged":true}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7XQLAM7SbBST58TB","name":"Водяное тело","type":"feat","img":"icons/magic/water/orb-water-bubbles.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n
Элементаль может входить в пространство враждебных существ и останавливаться там. Он может перемещаться через пространство шириной в 1 дюйм и более, не протискиваясь. 
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","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"DkQ2vr2MhX86SA9g","name":"Замерзание","type":"feat","img":"icons/magic/water/ice-crystal-white.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Если элементаль получает урон холодом, он частично замерзает; его скорость уменьшается на 20 футов до конца его следующего хода. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":3600000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.gjHtJBqTBE8FGOll"}},"system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @abilities.dex.mod +2"},"hp":{"value":114,"max":114,"temp":0,"tempmax":0,"formula":"12d10 + 48"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":90,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Элементаль воды — это волна с пенным гребнем, катящаяся по земле и практически невидимая в больших водоёмах. Она поглощает существ, решивших бросить ей вызов, заполняя водой их рты и лёгкие так же просто, как она тушит пламя.

\n

 

\n

Элементали

\n

Элементали — воплощения стихий, из которых состоит всё сущее: Вода, воздух, земля и огонь. Они всего лишь ожившая энергия своего плана бытия, но заклинатели и могущественные создания могут призывать их, придавая форму и поручая задания.

\n

Ожившие стихии. На своём родном плане элементаль — это бестелесная жизненная сила. Его слабое сознание приобретает физическое воплощение, только когда фокусируется силой магии. Дикая сущность стихийной силы не хочет ничего, кроме как обитать среди стихии родного плана. Так же как у животных Материального плана, у этих стихийных сущностей нет ни общества, ни культуры и практически нет самосознания.

\n

Воплощённые магией. Некоторые заклинания и магические предметы могут воплощать элементалей, призывая их с Внутренних планов на Материальный план. Элементали инстинктивно сопротивляются расставанию с родным планом и насильному служению. Существо, призывающее элементаля, должно обладать сильной волей, чтобы его контролировать.

\n

Оковы и форма. Мощная магия может привязать стихийную сущность к материальному шаблону, подразумевающему конкретное использование и функцию. Невидимые охотники — это элементали воздуха, привязанные к конкретной форме, а элементалей воды можно сформировать как водных аномалий.

\n

Сила магии и материалов, связывающих элементаля, определяют, насколько хорошо элементаль функционирует в этой форме. Големы — это стихийные духи, связанные с физическими телами, но такие слабые материалы, как плоть и глина, не могут успешно удерживать стихийную силу. Крепкие материалы, такие как камень и железо, требуют более сильной магии, но зато и элементаля связывают надёжней.

\n

Природа элементаля. Элементалю не нужны воздух, едa, питьё и сон.

\n
\n
","public":""},"alignment":"нейтральный","race":null,"type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Coastal, Swamp, Underwater","cr":5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["acid","physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["exhaustion","grappled","paralyzed","petrified","poisoned","prone","restrained","unconscious"],"custom":""},"languages":{"value":["aquan"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Элементаль 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воздуха / Air Elemental","type":"npc","img":"resources/storms-lord-wrath/tokens/air-elemental.png","items":[{"_id":"8dY7dmp0VYuu1Wgd","name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Элементаль совершает две атаки крушащим ударом. 

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Bpdgv3nSqQkbNhNm","name":"Крушащий удар","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"
\n
Атака оружием в ближнем бою:  [[/r 1d20+8]] (+8) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 14 ([[/r 2d8 + 5]]) дробящего урона. 
\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":1},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"l8HSSRddIUqdxMxl","name":"Вихрь (перезарядка 4-6)","type":"feat","img":"icons/magic/air/wind-tornado-cyclone-white.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"charge":true},"altValue":{"charge":true}}}},"system":{"description":{"value":"
\n

Все существа в пространстве элементаля должны пройти испытание Силы со СЛ 13. При провале цель получает 15 ([[/r 3d8 + 2]]) дробящего урона, отталкивается на расстояние 20 футов или менее от элементаля в случайном направлении и @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}. Если при этом цель ударяется об объект, такой как стена или пол, она получает 3 ([[/r 1d6]]) дробящего урона за каждые 10 футов перемещения.

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Если цель оттолкнуло в другое существо, это существо должно пройти испытание Ловкости со СЛ 13, при провале оно получает такой же урон и распластывается. При успехе исходного испытания цель получает половину дробящего урона, не отталкивается и не распластывается.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8 + @mod","bludgeoning"],["1d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":4,"charged":true}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"62JQ88FBcDbImmoD","name":"Воздушное тело","type":"feat","img":"icons/magic/air/fog-gas-smoke-swirling-white.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"
\n

Элементаль может входить в пространство враждебных существ и останавливаться там. Он может перемещаться через пространство шириной в 1 дюйм и более, не протискиваясь.

\n
","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"5xzZmOc0eskDU5fw":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"yzWdSjBXdGnSWFFi","sort":2600000,"flags":{"core":{"sourceId":"Compendium.laaru-dnd5-hw.chudovisha.Y9UnzitcFp76rhQt"}},"system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":""}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":90,"max":90,"temp":0,"tempmax":0,"formula":"12d10 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":90,"swim":null,"walk":null,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"
\n
\n

Элементаль воздуха — это кружащееся облако с неясными очертаниями лица. Ему нравится гоняться по земле, поднимая в воздух пыль и мусор, но он может также летать и нападать сверху.

\n

Элементаль воздуха может обернуться ошеломительным ураганом, создавая вихрь, бьющий существ и раскидывающий их по сторонам.

\n

 

\n

Элементали

\n

Элементали — воплощения стихий, из которых состоит всё сущее: Вода, воздух, земля и огонь. Они всего лишь ожившая энергия своего плана бытия, но заклинатели и могущественные создания могут призывать их, придавая форму и поручая задания.

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Ожившие стихии. На своём родном плане элементаль — это бестелесная жизненная сила. Его слабое сознание приобретает физическое воплощение, только когда фокусируется силой магии. Дикая сущность стихийной силы не хочет ничего, кроме как обитать среди стихии родного плана. Так же как у животных Материального плана, у этих стихийных сущностей нет ни общества, ни культуры и практически нет самосознания.

\n

Воплощённые магией. Некоторые заклинания и магические предметы могут воплощать элементалей, призывая их с Внутренних планов на Материальный план. Элементали инстинктивно сопротивляются расставанию с родным планом и насильному служению. Существо, призывающее элементаля, должно обладать сильной волей, чтобы его контролировать.

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Оковы и форма. Мощная магия может привязать стихийную сущность к материальному шаблону, подразумевающему конкретное использование и функцию. Невидимые охотники — это элементали воздуха, привязанные к конкретной форме, а элементалей воды можно сформировать как водных аномалий.

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Сила магии и материалов, связывающих элементаля, определяют, насколько хорошо элементаль функционирует в этой форме. Големы — это стихийные духи, связанные с физическими телами, но такие слабые материалы, как плоть и глина, не могут успешно удерживать стихийную силу. Крепкие материалы, такие как камень и железо, требуют более сильной магии, но зато и элементаля связывают надёжней.

\n

Природа элементаля. Элементалю не нужны воздух, едa, питьё и сон.

\n
\n
","public":""},"alignment":"нейральный","race":null,"type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Desert, Mountain","cr":5,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["lightning","thunder","physical"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["exhaustion","grappled","paralyzed","petrified","poisoned","prone","restrained","unconscious"],"custom":""},"languages":{"value":["auran"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"ownership":{"yJ6IzYxk46q6yJWj":3},"prototypeToken":{"name":"Элементаль 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Лу","type":"npc","img":"resources/storms-lord-wrath/tokens/emmalou.png","items":[{"name":"Мультиатака","type":"feat","img":"icons/skills/melee/blade-tips-triple-steel.webp","_id":"ssctmkjnlq3l1zg4","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Ветеран совершает две атаки длинным мечом. Если у него вынут короткий меч, он может также совершить атаку коротким мечом.

","chat":"","unidentified":""},"source":{"custom":""},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Длинный меч","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","_id":"5x6m0lcaigtl1cor","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"

Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к попаданию, дистанция 5 фт., одна цель.

\n

Попадание: Рубящий урон 7 ([[/r 1d8+3]]), или рубящий урон 8 ([[/r 1d10+3]]), если используется двумя руками.

","chat":"","unidentified":""},"source":{"custom":""},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","slashing"]],"versatile":"1d10+@mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"rel":false,"lgt":false,"thr":false,"fir":false,"spc":false,"ver":false,"hvy":false,"fin":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":1},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Короткий меч","type":"weapon","img":"icons/weapons/swords/sword-guard-brown.webp","_id":"yn375v3309j4lmvk","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"
Атака оружием в ближнем бою: [[/r 1d20+5]] (+5) к броску, зона досягаемости 5 футов, одна цель.
\n
Попадание: 6 ([[/r 1d6 + 3]]) колющего урона.
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Дальнобойная атака оружием: +3 к попаданию, дистанция 100/400 фт., одна цель. Попадание: Колющий урон 6 (1к10+1).

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Сделан из тонких вертикальных полос металла, приклёпанных на кожаную основу, его носят поверх плотного поддоспешника. Сочленения прикрывает гибкая кольчуга.

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Дневник принадлежит магу Таливару и подробно описывает проводимые им исследования внутри башни при помощи устройства, называемого Планарным Маяком. Свет этого артефакта притягивал существ со всех планов и заманивал их в ловушку внутри башни для последующего их изучения. В дневнике рассказывается, что маяк Таливара обнаружил могущественный магический предмет под названием Камень Руин. Таливар посвятил себя его приобретению - но нашел ли он его или нет, остается загадкой. Последняя запись о камне была сделана более ста лет. 

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 Даты последних записей и свежесть чернил показывают, что они были сделаны совсем недавно. Таливар описывает, как каждую ночь он посещает в каком-то сне разрушенный аналог своей башни. В этом мертвом мире его тянет к груде обломков оставшейся от комнаты где находился маяк. Каждый раз, когда он приближается к развалинам, его останавливает жуткий страх. Таливар хочет, чтобы его слуга-фейри Мыльнянка оказался рядом и уверил бы его в том, что он спит, но фейри пропал и не появляется. Таливар молится, чтобы этот кошмар наконец закончился и он смог спокойно вернуться к своим исследованиям. 

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Таливару помогал его верный слуга - фейри Мыльнянка, умерший, когда хозяин случайно впустил в башню целую ватагу монстров с других планов. Комната Мыльнянки обвалилась, его кровать погребена под грудой обломков. Потратившие на раскопки не менее 30 минут персонажи, обнаружат под ними раздробленные гуманоидные кости. Преуспевшие в проверке Сл 12 Интеллекта (Медицина) при изучении костей, идентифицируют их как принадлежащие фей-существу.

\n

Воскрешение Мыльнянки 

\n
\n

 Читавшие дневники Таливара (зона H9) персонажи, могут быть заинтересованы в поднятии Мыльнянки из мертвых. Если у них есть для этого средства, загадочный по натуре фейри согласится помочь упокоить призрак Таливара. Старый маг с удовольствием выслушает его и упокоится, когда фейри скажет ему, что его существование - всего лишь сон. По завершению своей миссии Мыльнянка возвращается в Фейвилд. 

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 Колдовать на кости заклинание разговор с мёртвыми [speak with dead] бесполезно, так как у останков нет рта.

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"},"_id":"SN99uvKinwme874Z","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"J0u4AdpTHsCwV6qF","name":"H10. Разбитый Маяк","folder":"Pf7Aarutv6ZbOAMG","sort":1000000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"_document-sheet-registrar":{"type":"base"}},"pages":[{"name":"H10. Разбитый Маяк","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Здесь когда-то находился планарный маяк, но теперь его остатки лежат в руинах под открытым небом. Вдоль стен остатки тюремных клеток с поломанными и отогнутыми прутьями, как будто запертые в них существа каким-то образом вырвались наружу. 

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 Осматривающие обломки персонажи, раскопают в них части скелета Таливара. Если эти останки будут похоронены с использованием одного из обрядов при наложении заклинания @Compendium[laaru-dnd5-hw.zaklinaniya.WCxYCv1YATeObyf0]{Церемония / Ceremony}, то Таливар обрядёт покой. 

"},"_id":"ZbJWgyjplklDKrs6","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"OZJAvSDVJhuSQpJQ","name":"H3. Рабочий Кабинет Галлио","folder":"Pf7Aarutv6ZbOAMG","sort":400000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"_document-sheet-registrar":{"type":"base"}},"pages":[{"name":"H3. Рабочий Кабинет Галлио","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Стены заставлены книжными полками, на них десятки заплесневелых свитков и дневников, взятых из библиотеки на втором этаже. Галлио Элибро проводит здесь большую часть своего времени, пытаясь расшифровать зашифрованные записи исследований Таливара (см. зона Н6). Для ролевого отыгрыша магом, в тот момент когда персонажи входят в его кабинет см. \"Сделка с Галлио\".

"},"_id":"bxYXM8LXXHhVTU2c","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WgzdlKjnGAGoQPJo","name":"Дом Таливара","folder":"Pf7Aarutv6ZbOAMG","sort":100000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"_document-sheet-registrar":{"type":"base"}},"pages":[{"name":"Дом Таливара","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Дом Таливара

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 Задание \"Дом Таливара\" сбалансировано для персонажей 7-го уровня, хотя персонажи 8-го уровня также могут столкнуться здесь с трудностями.

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Обзор локации

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 Двести лет назад в Лейлоне поселился волшебник Таливар и построил в нём башню для своих магических исследований. Сферой интересов Таливара были иные планы бытия. На верху своей башни он установил планарный маяк привлекающий к себе из других миров, словно мотыльков к огню, необычных существ и парализуя их для своих последующих исследований. С годами у ведущего затворнический образ жизни мага в башне скопилась целая библиотека его исследований и образовалась впечатляющая коллекция монстров. 

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 Но как-то летом Таливар перестал выходить из башни в город за припасами. Местные жители, отправившиеся к нему узнать не произошло ли с ним каких-либо неприятностей, не вернулись, и стоящего в центре Лейлона Дома Таливара стали избегать. Заброшенная башня и ползущие про неё слухи привлекали к себе искателей приключений, пытающихся проникнуть в её тайны в поисках сокровищ. Когда на Торил обрушилась Магическая Чума, магия планарного маяка стала перенаправлена наружу, в город, парализовав его жителей там, где они стояли, и в итоге став причиной разрушения поселения. 

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 Присланные из Невервинтера солдаты снесли планарный маяк и начали восстанавливать саму башню под нужды городского гарнизона. Их усилия возглавляет Галлио Элибро, могущественный волшебник и высокопоставленный член Ордена Многозвездных Плащей. 

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 Галлио получил тайный приказ от своего начальства завладеть рукописями Таливара и отстроить заново, усилив его, планарный маяк. К сожалению ему мешает привидение внутри башни, своей деятельностью напугав трудящихся здесь солдат. Галлио и не подозревает, что бродящий по башне дух Таливара каждую ночь овладевает им, чтобы продолжать свои исследования!

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Цель задания

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 Чтобы завершить задание Дом Таливара, искатели приключений должны или уничтожить или отправить на покой привидение Таливара, не причинив вреда Галлио Элибро.

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К башне

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 Дом Таливара построен на скалистом утесе в центре города. Местные жители избегают этого места, и утес зарос ежевикой и колючим кустарником. Проложенная солдатами проторенная тропа, вьется по утесу к подножию башни.

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Встречи на тропе

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 У поднимающихся по тропе к башне персонажей, произойдут следующие встречи.

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Струсившие Солдаты 

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 В самом начале тропы герои встречаются с четырьмя, о чём-то спорящими солдатами: это двое людей Эрлум и Коз, застенчивый дварф Гори и сержант Ёррум. Одетые в плащи солдат Невервинтера трое стражников предостерегают героев не рисковать подниматься к башне с привидениями. Если их порасспрашивать, они поделятся следующей информацией:

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Солдаты слишком напуганы, чтобы пойти и проверить как у него дела. Преуспевший в проверке Сл 12 Мудрости (Проницательность) персонаж, поймёт, что солдаты что-то скрывают. Если на них надавить, то они расскажут кое-что ещё: 

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 Галлио Элибро в последнее время вел себя странно. Он выглядел излишне переутомленным, и ночами они видели как он бродил по башне в ночной рубашке и что-то бормотал себе под нос.

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Наблюдающая Незнакомка 

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 Поднимаясь по тропе к башне, герои замечают фигуру, наблюдающую за ними с вершины холма: темнокожая уроженка Турмиша в кольчуге. Она отступает в тень при приближении партии и вскоре исчезает из виду. Персонажи видевшие изображение Мечей Лейлона, замечают поразительное сходство с одним из давно умерших героев. Когда они поднимутся к башне, женщины нигде не видно.

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Прибытие

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 Когда персонажи доберутся до башни, прочитайте или перефразируйте следующее: 

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 Высокая полуразрушенная башня вздымается ввысь с вершины утеса. Почерневший от копоти верхний ярус лишился половины стен и крыши и от него по одной из сторон здания тянется вниз трещина. Вокруг неё недавно возведены деревянные ремонтные леса для проведения восстановительных работ. Две лежащие в руинах арки ведут внутрь нижнего яруса башни. 

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 Башня не охраняется, и единственный кто в ней остался это маг Галлио Элибро. Если игроки попытаются позвать мага снаружи - см. \"Сделка с Галлио\", или если они решат войти и исследовать башню - см. \"Планировка Дома Таливара\".

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Сделка с Галлио

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 Галлио Элибро - задумчивый мужчина, рашеми, маг (за исключением подготовленного заклинания знание легенд [legend lore] вместо конуса холода [cone of cold]). Его неустанные исследования довели его на грань состояния истощения и почти лишили его сна (он не знает, что привидение Таливара овладевает им каждую ночь, когда он засыпает). Галлио одет в испачканную кляксами мантию, вьющиеся черные волосы взъерошены, а кончики пальцев фиолетовые от чернил. 

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 Маг в ярости оттого, что его подчиненные оставили свою работу. Он умоляет группу избавить башню от любых присутствующих здесь духов, чтобы его люди могли вернуться и продолжить реконструкцию стен здания. Галлио не видел никаких призраков, но он не сомневается в словах своих работников. Пока персонажи исследуют помещения, он остается в своем кабинете (зона H3). Если его попросят, Галлио может поведать об известной ему истории башни.

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Одержимый Маг 

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 Каждую ночь @Actor[j7llSos4aMIessH2]{Привидение / Ghost} Таливара приходит с Эфирного Плана и пока Галлио спит, вселяется в него делая мага одержимым. В отличие от обычной одержимости привидением, Галлио остается в неведении, что теряет контроль над своим телом и находится под действием эффектов от заклинания паук [spider climb]. Он ползает по башне в одной ночной рубашке, тревожно всматривается в груду обломков на её вершине и что-то записывает в старом дневнике Таливара (зона Н9). При столкновении пугает своих противников используя Ужасный Облик, или пытается их победить (см. \"Бой с привидением Таливара\"). Таливар без колебаний покидает тело Галлио, если почувствует угрозу.

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Проделки Привидения 

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 Привидение Таливара пытается напугать любого, кто войдет в его башню. По мере того, как персонажи исследуют её этажи, бросайте к6 по таблице Проделки, представляя игрокам творящие вокруг жуткие вещи или изобретая свои собственные проделки!

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к6Проделки
1Внезапный порыв ветра гасит любой открытый огонь
2Персонаж видит свое собственное постаревшее отражение в луже или оконном стекле
3Книги сами собой падают с полки
4Любые домашние питомцы или животные в группе начинают шипеть, лаять или отступать от совершенно пустого угла одной из комнат
5Один из дневных рационов партии внезапно портится и сгнивает на глазах
6Из темного угла доносится чей-то зловещий шепот, но там никого нет
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Бой с Привидением Таливара 

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 Персонажи могут попытаться призвать привидение Таливара при помощи магии, спиритического сеанса или любого другого ими придуманного способа. Помните, что его дух безумен и считает, что живет в кошмарах. Он не желает вступать в переговоры и отступает на Эфирный План при первых же признаках опасности. 

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 Один раз в день, когда привидение Таливара возвращается на Эфирный План, он произносит магическую фразу призывающую в башню @Actor[iqfCNc38p0ekwAW2]{Кромсатель звездных порождений} (см. приложение А) по одному на каждых двух членов партии, включая соратников. Победить привидение Таливара в бою очень сложно, поэтому игрокам лучше найти способ помочь ему завершить невыполненную задачу, используя найденные в башне подсказки.

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Особенности башни

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Дом Таливара - это 80-футовая высотой полуразрушенная каменная башня. 

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 Потолки. Сводчатые потолки внутри башни достигают 20 футов в высоту. Четвертый этаж лишён крыши, а большая часть потолка третьего этажа провалилась в тех местах, где когда-то находился планарный маяк. 

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 Освещение. Днем солнечный свет проникает на верхние этажи через проломы во внешней стене или через высокие окна. Первый этаж остается мрачным и тускло освещенным даже днем. 

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 Двери. Двери сделаны из дерева, они не заперты и сильно прогнили. Все они громко скрипят при открытии. 

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 Небезопасный пол. Некоторые участки пола прогнили и опасны. Если существо весом более 200 фунтов встаёт на данный участок, пол под ним обрушивается. Существо должно преуспеть в спасброске Сл 15 Ловкости или упасть на 20 футов вниз на нижележащий этаж.

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Планировка дома Таливара

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 На карте Дома Таливара отмечены следующие важные места.

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@JournalEntry[x1vE9qfInctUNABs]{H1. Башня Снаружи}

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@JournalEntry[v2JRoRbi7kwrRtXP]{H2. Вестибюль}

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@JournalEntry[OZJAvSDVJhuSQpJQ]{H3. Рабочий Кабинет Галлио}

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@JournalEntry[YwBbyIckY4znmr3H]{H4. Кухня}

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@JournalEntry[89PqoMhT3Mu8y58d]{H5. Комната Слуги}

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@JournalEntry[cmacwbUsX2X7rLSU]{H6. Библиотека}

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@JournalEntry[z4JnH7nYi9zsLS7B]{H7. Строительные Леса}

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@JournalEntry[gW1yG5ThmY4u6KCx]{H8. Обрушившиеся Комнаты}

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@JournalEntry[uD4tcT31kSgqhNb0]{H9. Спальня Таливара}

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@JournalEntry[J0u4AdpTHsCwV6qF]{H10. Разбитый Маяк}

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Напутствие Призрака 

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 Когда героям удается отправить привидение Таливара на покой, они замечают ранее виденную ими у входа в башню женщину, когда поднимались из города на утёс. На этот раз она поднимает свой меч в молчаливом салюте, после чего исчезает.

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Кухня в башне давно неиспользуется и покрыта слоем каменной пыли и щебня. Дымоход над очагом поднимается до половины башни и выходит из пролома на третьем этаже. 

"},"_id":"6KzeKxIUk5RVzffj","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"cmacwbUsX2X7rLSU","name":"H6. Библиотека","folder":"Pf7Aarutv6ZbOAMG","sort":700000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"_document-sheet-registrar":{"type":"base"}},"pages":[{"name":"H6. Библиотека","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Полуразрушенные комнаты заставлены высокими книжными шкафами, набитых заплесневелыми записями исследований Таливара. В каждой комнате большая статуя девушки крестьянки, прижимающей указательный палец к губам в жесте соблюдения тишины. Преуспевшие в проверке Сл 15 Интеллекта (Религия или Магия) персонажи узнают в ней Мистру - богиню магии. 

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 Записи Таливара сделаны в виде пиктограмм. Единственная магия, которая может их расшифровать, это заклинание исполнение желаний [wish]. Не имеющему доступа к такой магии Галлио приходится расшифровать их используя кропотливый метод проб и ошибок. Работа сложная, но Галлио стремится довести ее до конца. У персонажей нет достаточного количества времени для длительного изучения записей и вряд ли им удастся в них разобраться. 

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 Статуи с ловушкой. Магические ловушки в статуях были давно обезврежены искателями приключений. Внимательное изучение покажет, что у каждой из статуй на спине нанесен магический символ разрушения. Преуспевшие в проверке Сл 15 Интеллекта (Магия) персонажи, опознают в них символы магии школы преобразования. Если символ удалить или исправить, статуя оживает и нападает на незваных гостей. Статуи - это Среднего размера @Actor[4WJ3fcD0vn2jpdUs]{Каменный голем / Stone Golem}. Они нападают только на тех существ, которых слышат, и всегда нацеливаются на существо, производящее наибольший шум. Если определить самое шумное существо сложно, то они атакуют существо с самым низким показателем пассивной Ловкости (Скрытность). Статуи никогда не покидают пределов библиотеки.

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Комнаты полностью обрушены, завалив обломками этаж башни от пола до потолка. Сбежавшие из башни солдаты как раз расчищали завалы и их кирки и лопаты все еще лежат там, где они их бросили. Расчистка завалов заняла бы у одного человека неделю тяжелого труда.

"},"_id":"7UlX9ZzPOrbMdl6p","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"ownership":{"default":0,"yJ6IzYxk46q6yJWj":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uD4tcT31kSgqhNb0","name":"H9. Спальня Таливара","folder":"Pf7Aarutv6ZbOAMG","sort":1100000,"flags":{"monks-enhanced-journal":{"type":"base","scrollPos":"{\".description\":0}"},"_document-sheet-registrar":{"type":"base"}},"pages":[{"name":"H9. Спальня Таливара","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"

Комната находится за каменным завалом обрушившихся по соседству комнат. Разбитое окно - это единственный вход, но вплетенная в оконную раму магия не позволяет большинству существ проникнуть внутрь. Каждый раз, когда существо пытается пролезть в окно, оно должно сделать спасбросок Сл 20 Мудрости. При неудаче существо забывает зачем оно здесь, и уходит заниматься другими своими делами. Если оно попытается снова влезть в окно в течение следующего часа, оно автоматически проваливает спасбросок. В состоянии одержимости Галлио может свободно пролезть в окно, не подвергаясь при этом воздействию магии. 

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 Спальня принадлежала Таливару и здесь до сих пор его кровать и письменный стол. На столе, рядом с недавно открытой чернильницей лежит раскрытый дневник. Изучающие дневник персонажи поймут, что ему более ста лет и все сделанные фиолетовыми чернилами записи написаны одним и тем же почерком, но между старыми записями и новыми, появившимися всего несколько дней назад, промежуток почти в сто лет. Выдайте игрокам для изучения \"Дневник Таливара\", содержание которого представлено в сноске.

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Дневник Таливара

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Дневник принадлежит магу Таливару и подробно описывает проводимые им исследования внутри башни при помощи устройства, называемого Планарным Маяком. Свет этого артефакта притягивал существ со всех планов и заманивал их в ловушку внутри башни для последующего их изучения. В дневнике рассказывается, что маяк Таливара обнаружил могущественный магический предмет под названием Камень Руин. Таливар посвятил себя его приобретению - но нашел ли он его или нет, остается загадкой. Последняя запись о камне была сделана более ста лет. 

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 Даты последних записей и свежесть чернил показывают, что они были сделаны совсем недавно. Таливар описывает, как каждую ночь он посещает в каком-то сне разрушенный аналог своей башни. В этом мертвом мире его тянет к груде обломков оставшейся от комнаты где находился маяк. Каждый раз, когда он приближается к развалинам, его останавливает жуткий страх. Таливар хочет, чтобы его слуга-фейри Мыльнянка оказался рядом и уверил бы его в том, что он спит, но фейри пропал и не появляется. Таливар молится, чтобы этот кошмар наконец закончился и он смог спокойно вернуться к своим исследованиям. 

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Зал вестибюля усыпан каменной крошкой и строительным мусором. На полу лужицы с мутной дождевой водой, на карнизах сводчатого потолка гнездятся скворцы. В центре большой банкетный стол, на нём восемь солдатских вещмешков. 

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 Сокровище. В вещмешках можно найти три @Compendium[shared-compendia.core-potions.dQXrweMMHdaLBnlS]{Potion of Healing}, пять @Compendium[shared-compendia.core-adventuring-gear.WCt0DAz1c21LriQQ]{Healer's Kit} и 123 зм. Однако вещи принадлежат солдатам и Галлио вряд ли будет рад, если персонажи их ограбят.

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Башня стоит на скальном плато. Величественный портик когда-то примыкал к зданию с западной стороны, но он давно рухнул, осталось лишь несколько сломанных арок каменной кладки. Восточная сторона башни реконструируется; попасть на строительные леса (зона Н7) персонажи могут поднявшись по лестнице на второй этаж. 

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Солдаты построили по одной из сторон башни леса. Лестницы связывают шаткие платформы лесов между собой, а лебедка наверху используется для подъема бревен и укладки их между этажами.  

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Нападение на Придорожный

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 Когда авантюристы направляются в Лейлон, их путь лежит мимо постоялого двора Придорожный, на который напала нежить. Искатели приключений могут сорвать их атаки, после чего встретиться с обитателями постоялого двора, узнав в процессе кое-что о Лейлоне. 

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 \"Нападение на Придорожный\" и \"Обычный День в Лейлоне\" сбалансированы для персонажей 7-го уровня, хотя персонажи 8-го уровня также могут столкнуться здесь с трудностями.

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Обзор локации

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 Довольно много предпринимателей пытались содержать постоялый двор в том месте, где Триборская Тропа встречается с Главным Трактом. Некоторым из них удавалось закрепиться здесь на много лет, прежде чем они становились жертвой очередных монстров или бандитов. Другие, столкнувшись с явными опасностями в дикой глуши, быстро сдавались и перепродавали постоялый двор. 

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 Нынешняя владелица Придорожного - эффектная красотка Мартиша Виноратор, полуэльфийка, чьи приятные черты лица резко контрастируют с ее жесткой манерой держаться. Она холодна, расчетлива, харизматична и знает, как вести бизнес с безжалостной эффективностью и прицелом на прибыль. 

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 Бармена со шрамом на лице и кривой улыбкой зовут Бэкс Данфилд. Этот человек нанялся к Мартише полгода назад и быстро стал её ценным помощником. 

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 Повариха - полуорк Курах Стрикт, является подругой и любовницей Мартиши в течение многих лет. Курах славится своими невероятно вкусными, с возбуждающими аппетит острейшими приправами, тушеными блюдами и мясными пирогами.

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Атака нежити

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 Столкновение происходит ночью. Когда персонажи приближаются к пересечению Триборской Тропы и Главного Тракта, опишите происходящее следующим образом: 

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 Невдалеке от пересечения Триборской Тропы и Главного Тракта построено необычной конфигурации строение с видными издалека двумя входами: меньший в северном углу здания, и невдалеке от него большой, предназначенный для вьючных животных и фургонов. 

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 В данный момент двери обоих входов штурмуют гуманоидные фигуры. Они уже пробили меньшую дверь, и теперь под их напором трещит та, которая побольше. 

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 Меньший дверной проем ведет в гардеробную, откуда ещё одна дверь перекрывает вход в общий зал. Большие двери ведут во внутренний двор постройки, где находятся конюшни и кузница. 

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 Монстры. Силы нападавших состоят из 1 зомби на каждого персонажа в партии и 1 призрака на каждых двух персонажей (округляется вниз), исключая соратников. Здание штурмуют только зомби. Призраки появляются из ночной тьмы только после того, как группа подойдет поближе к зомби. 

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 Зомби не замечают искателей приключений, пока они не окажутся в пределах 60 футов от них, или не нападут, после чего все монстры переключают свое внимание со здания на партию, выглядящую более лёгкодоступной добычей. 

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 При осмотре побежденных зомби станет видно, что у каждого на лбу нанесено клеймо в виде черепа. Успешная проверка Сл 15 Интеллекта (Религия) подскажет, что этот знак, вероятнее всего, является частью ритуала при создании существ, и что он похож на символ бога смерти Миркула. 

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 Постояльцы. Посетители и персонал Придорожного заперли ведущие внутрь двери и окна, надеясь, что зомби не смогут их выломать. Если отряд столкнется с трудностями во время схватки, постояльцы могут открыть окна и помочь авантюристам начав стрельбу из арбалетов и другого метательного оружия в монстров.

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Последствия

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 После победы авантюристов, постояльцы открывают двери и окна, позволяя партии войти внутрь постоялого двора. 

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 Мартиша благодарна, но не рассыпается в похвалах или предлагает награду. За их усилия она накормит их бесплатным обедом, но не предложит вино и ночлег. Однако Бэкс и другие постояльцы поспособствуют тому, чтобы у персонажей этой ночью была бесплатная выпивка, а путешествующий торговец предложит оплатить их проживание на один вечер. 

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 Используйте указанные ниже сведения для проведения отыгрыша нескучного вечера в Придорожном:

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Долгая афера

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 Некоторые из работников Придорожного - члены Культа Талоса. Эта информация должна быть скрыта от персонажей до тех пор, пока позже в приключении не подойдет время для её раскрытия. Ставить плохих парней на пути партии до того, как станет известно что они плохие - всегда риск, но последуемое потом большое потрясение окупает этот риск с лихвой. 

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 Лучший способ уменьшить настороженность игроков - это заставить персонажей подружиться с антагонистами на ранней стадии, особенно во время первого в приключении столкновения. Культисты сыпят похвалами, сулят награды, угощают выпивкой и делятся с авантюристами информацией, завоевывая их доверие и дружбу. 

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 Детали Аферы. Для поддержания интриги вы подсовываете игрокам информативную \"мелочь\", которая позже как окажется была предзнаменованием истины, и чуть ли не реальной уликой для раскрытия аферы. Например, ожерелье Бэкса привлекает внимание в начале приключения, и лишь позже становится ясно, что оно на самом деле представляет. 

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 Поиграем в наперстки. На тот случай, если ваши игроки разберутся в происходящем излишне быстро (или если кто-то уже знаком с приключением), его детали можно перетасовать. Например Бэкс должен быть лидером культистов Талоса, но это оказывается не так. Возможно главарём теперь является повариха Курак, а Бэкс всего лишь козел отпущения, используемый ею для того, чтобы отвести с себя подозрения. С помощью всего лишь нескольких корректировок вы сможете заставить игроков гадать даже после того, как они будут думать, что всё знают о происходящем.

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Обычный день в Лейлоне

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 После проведенного времени в Придорожном персонажи отправляются в Лейлон по Главному Тракту до которого чуть менее двадцати миль. Перед выходом к ним подходит Силла и интересуется можно ли ей составить им компанию по дороге. Если Силле откажут, она просто следует за ними на небольшом расстоянии, наигрывая печальную мелодию на своей губной гармошке от грустных мыслей о том, что ей не рады.

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Встреча с горожанами

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 Когда отряд оказывается менее чем в миле от восстанавливаемого города, они натыкаются на импровизированное собрание его горожан. Большая часть жителей находится здесь, так как были эвакуированы из-за того, что городская стража объявила тревогу из-за вторжения кого-то или чего-то в Лейлон. 

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 Когда авантюристы начинают приближаться к поселенцам, используйте следующий текст для описания происходящего: 

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 Небольшая толпа из пятидесяти персон собралась на поляне неподалеку от Главного Тракта, там где лес с северо-востока и болото с юго-запада отступили вглубь, образовав луга по обеим сторонам дороги. Половина луговой земли уже размечена под фруктовые сады и обширные посадки зерновых культур. 

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 Собравшийся народ крайне взволнован. Одни трясутся от страха, другие гневно что-то выкрикивают, а в её центре разъяренная дварфийка размахивает руками и пытается заставить окружающих прислушаться к ней. Рядом скучающий человек в кольчужной рубахе и щитом с гербом Невервинтера. Не выдержав, в конце концов он начинает стучать копьем по щиту, чтобы утихомирить галдящих. 

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 Взбешенная дварфийка - это Гризельда Кованнамедью, поселенцы между собой зовут её \"Ворчуньей\", но следят за тем чтобы она это не услышала. Гризельду нанял лично сам Лорд Неверембер для контролирования работ по восстановлению зданий заново отстраиваемого городка. Она распределяет задания строителям и выдает им зарплату в конце каждой десятидневки. 

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 Рядом с ней сержант Хазз Ёррум, человек, страж, отвечающий за солдат из Невервинтера, в чьи обязанности входит защита поселенцев при восстановлении города. Сержант труслив, ленив и продажен. 

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 Здесь же находятся еще две примечательных личности: Мерриголд Блистающий и Валди Эстапар. Мерриголд - жрец Латандера, Утреннего Лорда. Он и его приход получили право построить первый храм в Лейлоне. Церковь Латандера щедро заплатила за эту честь, и Мерриголд с помощниками следят за тем, чтобы рабочих кормили и окружали заботой. 

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 Полуэльфийка Валди Эстапар бывшая рыбачка, которой Лорд Неверембер поручил курировать рыбное хозяйство в Лейлоне в помощь горожанам во время застройки. Пойманная её рыбаками рыба идёт на пропитание строителям, а излишки консервируются и перевозятся для продажи в соседние города. 

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 Ворчунья, Мерриголд и Валди представляют собой городской совет Лейлона на данном этапе его восстановления. Главой совета хоть и считается Ворчунья, но если Мерриголд и Валди с ней будут не согласны, то решение дварфийки принято не будет.

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Трудный выбор 

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 Персонажи оказываются в пределах слышимости собравшихся как раз в тот момент, когда Ворчунья собирается обратиться к горожанам. Искатели приключений могут подойти и прервать её в любой момент, пока вы используете представленное ниже развитие собрания до их непосредственного вмешательства:

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 К этому моменту партия героев должна услышать достаточно для того, чтобы вмешаться в разговор, если желают добровольно отправиться в город для разведки и забрать детей, которым грозит опасность.

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Поиски малышей

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 Пока проходит городское собрание, двое служителей Утреннего Лорда должны были присматривать за группой примерно из двадцати детей в возрасте от четырех до двенадцати лет. В городе принято, что детей городских рабочих, пока они трудятся, опекают живущие в храме служители Латандера, так как храм в настоящее время является единственным в городе достроенным каменным зданием. 

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 Некоторые из мелких шалопаев напуганы и скучают по своим родителям, но другие полны озорства и слишком юны, чтобы осознавать последствия своих поступков (во многом как и авантюристы) и разбредаются по разным сторонам во время проходящего собрания. 

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 Любого игрока, не увлеченного происходящим на собрании, можно попросить чтобы его персонаж помог служителям собрать вместе своенравных детей. Помогать придётся проходя проверки Сл 10 способностей, например Силы (Атлетика) чтобы снять их с дерева, Ловкости (Акробатика) чтобы вытащить из болота, или Харизмы (Убеждение или Запугивание) чтобы уговорить или приказать им вести себя хорошо. 

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 Любой из искателей приключений, лучше всех себя проявивший в сборе малолетних сорванцов, может неожиданно приобрести собственного почитателя. Ребенок может быть настолько поражен и заинтригован персонажем, что будет постоянно задавая вопросы ходить за ним по пятам и желает стать точно таким же, как и персонаж (независимо от того, насколько это неуместно может выглядеть).

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Шторм приближается

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 После того как драма (или комедия) собрания будет разыграна, и партия определилась с планом действий, первая угроза приходит к ним в виде повозки, полной отшельников Культа Талоса. 

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 Силы культа состоят из одного @Actor[QPPIIaPHoBXSLkBc]{Лучник / Archer} и одного @Actor[3shPYp8aXzmWOrql]{Рыцарь Тёмного Прилива} (см. для обоих приложение А) на каждых двух персонажей, включая соратников (округление вниз). Если персонажей нечетное число, добавьте одного рыцаря темного прилива. Когда противники приблизятся, используйте следующий текст для описания происходящего: 

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 На лошадях созданных из воды, скачут странного вида рыцари с символикой в виде трёх молний. Их сопровождает полная лучников повозка, запряженная еще одним водяным конем. 

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 Кони движутся со скоростью 30 футов в раунд и не могут атаковать или наносить урон. 

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 Когда члены Культа Талоса нападают, остальные граждане Лейлона разбегаются кто куда. Служители Латандера уводят детей в безопасное место, а взрослые направляются под укрытие ближайших деревьев. Сержант Ёррум, следует отметить, бежит быстрее всех.

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Последствия

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 После того как культисты будут побеждены, при осмотре павших будет обнаружено, что у каждого есть татуировка в виде трех параллельных молний на предплечье. Если кого-то удастся пленить и подвергнуть допросу, то пленник несёт какую-то зловещую ахинею, что его коснулось божественное безумство и пророчествует о скором пришествии Повелителя Бурь, чтобы очистить мир, утопив всех недостойных. 

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 Повозку украли в городе, в ней до сих пор лежит пойманная кем-то рыба, так и не доставленная в рыбацкую. У одного из рыцарей темного прилива с собой зелье большего исцеления (potion of greater healing). 

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 Просьба. Увидев, что угроза исходит из покинутого поселения, городской совет наконец понимает весь ужас сложившейся ситуации. Вполне возможно, что стражники и все, кто остался в городе, мертвы, и город может быть захвачен врагами. Совет просит партию проникнуть в город и разведать обстановку. Если в городе больше будет небезопасно, разгромленным поселенцам придётся вернуться в Невервинтер.

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В городе происходит что-то подозрительное

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 Разобравшись с культистами Талоса, персонажам следует поторопиться добраться до Лейлона и посмотреть, что же там происходит. 

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 Приближение к городу. В город легко попасть следуя по Главному Тракту. Авантюристы могут решить войти в город и с менее заметного направления. В любом случае, они могут незамеченными достичь городских окраин. Когда персонажи доберутся до Лейлона, используйте следующий текст для представления происходящего: 

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 Похоже, восстановление города продвигается медленно. Ямы для частокола вырыты, но в них установлены лишь несколько бревен. В центре городских развалин небольшой утёс с практически разрушенной стоящей на нём высокой башней. Неподалеку от утёса находится единственное уцелевшее каменное здание, на его белом фасаде видна символика Латандера. 

\n

 В юго-западной части города, рядом с начинающейся водной гладью болот, в небо поднимается дым из двух труб практически уцелевшего деревянного строения. 

\n

 Перед ним тифлингша в голубой мантии вздымает руки к небу, и в ответ на её призыв над ней сгущаются темные тучи. Перед заклинательницей, на краю болотных вод, монотонно поющая небольшая группа людей с поднятыми вверх секирами.

\n
\n

Дети в опасности

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\n

 В предыдущий эпизод был включен околосюжетный ход: дружащие между собой десятилетние Смитвелл и Бернис задержались в городе во время нападения. То как вы используете этот момент, зависит только от вас, и оттого насколько хорошо вы знаете своих игроков. Некоторые игроки не любят возиться с находящимися в опасности детьми. В таком случае пусть эта парочка надежно спрячется в Храма Латандера и выйдет из него лишь тогда, когда это будет безопасно. 

\n

 Если же вы хотите добавить в приключение драматизма и усилить для партии мотивацию, то пусть дети окажутся на улице, нуждаясь в том, чтобы их проводили в безопасное место, прежде чем они будут замечены культистами Талоса. Не забывайте, что добавляя в столкновение чего-то еще, приводит к увеличению сложности столкновения для партии. 

\n
\n

 Стоящая перед рыбацкой тифлингша - это @Compendium[laaru-dnd5-hw.chudovisha.8fPNoYOaPAlk4Vq0]{Жрец Кракена / Kraken Priest} (см. приложение А) Никсоксиус, перед ней у воды по одному @Actor[N7mRCiLVp1Nn9jmh]{Берсерк / Berserker} на каждого персонажа, включая соратников. Они проводят ритуал по вызову водяных существ для уничтожения города. 

\n

 Изначально персонажи находятся в 500 футах от жрицы. Она уже завершила часть ритуала, нужную для призыва водяного элементаля, и теперь каждые четыре раунда (пока жива), призывает по одной водной аномалии, вплоть до указанного ниже максимума. После призыва максимального количества существ, она прекращает свой монотонный бубнёж и присоединяется к схватке, если конечно партия уже вступила в бой с берсерками. 

\n

 Призываемые жрицей во время ритуала водные существа не появляются на поверхности до тех пор, пока не закончится это столкновение. 

\n

 Ритуал. Наблюдающие в течении хотя бы одного раунда за происходящим персонажи, могут сделать проверку Сл 10 Интеллект (Религия). В случае успеха им удастся понять, что она делает, и то, что если её не остановить, жрица может призвать множество ужаснейших существ.

\n

Последствия

\n

 После победы над силами Талоса на суше, партия может найти у Никсоксиус свиток с заклинанием @Compendium[laaru-dnd5-hw.zaklinaniya.zvWJUvIHTBKzh5Sn]{Массовое исцеление ран / Mass Cure Wounds}. Однако у них не так много времени для передышки, потому что призванные ритуалом водные существа вот-вот появятся.

\n

Жертвенники на болотах 

\n

 На болотных островах с языческими развалинами в бессознательном состоянии находятся схваченные культистами рыбаки и солдаты, предназначенные для жертвоприношения призванным тифлингшой водным существам. 

\n

 Монстры. Исходя из количества раундов прошедших во время ритуала, до того как над ней удалось одержать победу, жрица Кракена успела призвать как минимум одного @Actor[elZKUs62UEuSS44q]{Элементаль воды / Water Elemental}, и максимум по одной @Actor[NWXbyX9hacHHs1Qg]{Водная аномалия / Water Weird} на каждых двух персонажей, включая соратников. 

\n

 Когда существа появляются над поверхностью болот, используйте следующий текст для представления происходящего: 

\n
\n

 Болотистая вода пузырится и бурлит. В небе вспыхивает молния, высвечивая лежащих на грязных болотных островах в 60 футах от берега гуманоидов. Из воды высотой по пояс, между берегом и островами, внезапно вскипает гейзер, из которого появляются большие водные создания. 

\n
\n

 Развитие. Если персонажи не вмешаются, монстры двинутся к островам и убьют лежащих там без сознания рыбаков и солдат. Глубина воды между берегом и островами 3 фута, и является труднопроходимой местностью для любого существа без скорости плавания.

\n

Последствия

\n

 После того как партия победит всех водяных существ, непосредственная угроза Лейлону будет устранена. Находящиеся без сознания люди на островах смогут быть переправлены на берег и вылечены. 

\n

 Нанесенный городу ущерб минимален, погибло лишь несколько поселенцев, большинство из которых были храбрыми солдатами Невервинтера, отдавшими свои жизни защищая рыбаков, оказавшихся в своих лодках во время нападения.

\n

Время для передышки

\n

 Теперь, когда угроза устранена, партия может сообщить поселенцам, что они могут вернуться в ставший снова безопасным Лейлон. Поселенцы возвращаются к своей работе: строительству, сельскому хозяйству, рыбной ловле и другим видам деятельности для восстановления города.

\n

Строительство города

\n
\n

 По мере развития этого и двух последующих приключений в серии, представленный в них Лейлон неспешно восстанавливается, если персонажи не будут слишком сильно вмешиваться в текущий процесс. Однако чем больше интереса авантюристы проявляют к отстройке, тем быстрее в город приходят новые проблемы. 

\n

 Для заинтересованных в градостроительном аспекте кампании игроков, вы даже можете позволить им помочь спланировать рост и городскую застройку, изменив при этом прилагающую карту города. И это не просто прекрасно - это замечательно! Возможно, вам придется подправить детали более поздних приключений в городе и вокруг него, но это и есть то за что мы любим кампании D&D: история приключения создаётся вами и вашими игроками. 

\n

 Пусть персонажи используют свое время простоя для помощи в постройке частокола, восстановления домов, рыбалки и охоты или вмешательства каким-либо иным образом в зависимости от своих пожеланий. В противном же случае вы можете просто объявить, что в городе всё спокойно до той поры, пока не появится следующее задание для авантюристов. 

\n
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Поддержка из Фандалина

\n

 Задание \"Поддержка из Фандалина\" сбалансировано для персонажей 8-го уровня, хотя и 7-го уровня персонажи в состоянии пережить данное столкновение.

\n

Обзор локации

\n

 Городок Фандалин находится невдалеке от Триборской Тропы соединяющей Главный Тракт и город Трибор. Расположенный в предгорьях Гор Мечей, Фандалин стал оживленным торговым центром и местом добычи полезных ископаемых после того, как отважные герои разобрались с проблемами возникшими в его окрестностях.

\n

Цель Задания 

\n

 Для выполнения задания Поддержка из Фандалина, искатели приключений должны обеспечить безопасность для пастуха и его стада по дороге в Фандалин, забрать приготовленный для Лейлона товар в Припасах Бартена и выжить несмотря на атаки сил Культа Талоса и некроманта Уларана Мортуса.

\n

Путешествие в Фандалин

\n

 Однажды утром к героям является член городского совета и просит их помощи в одном деле. Одна из горожан, гномка Пинчвит Качайкопыто, большая специалистка по части выпаса коз. Однако её стадо несколько необычно. Она разводит не простых, а гигантских коз, не только превосходных производителей молока и мяса, но и с высоко ценящейся за свою прочность и теплоту шерстью. 

\n

 Элмар Бартен, владелец магазина \"Припасы Бартена\" в Фандалине, заключил сделку с богатым купцом из Глубоководья, продав часть скотины Пинчвит по очень хорошей цене. Так как козопас работает на Дагульта Неверембера и Лейлон то, то что идёт во благо Пинчвит является благом и для города. 

\n

 При сделке отдельно оговорено, что козы должны быть доставлены в Фандалин. Пинчвит - знающая своё дело козопас, но она далеко не боец. Ей и ее козам требуется охрана по дороге из Лейлона в Фандалин. Также городской совет Лейлона попросит персонажей купить фургоны, чтобы забрать и привезти множество различных припасов для городских нужд. 

\n

 Расстояние от Лейлона до Фандалина всего двадцать одна миля или около того, но гнать стадо надо будет через лес и луга, где нет ничего напоминающего дорогу или тропу. Пинчвит разумно предпочитает держать стадо подальше от оживленных дорог. 

\n

 Кроме того, козы не самые послушные животные среди домашней скотины. В день они проходят всего около трех миль,что растянет поход в Фандалин как минимум на 7 дней. К тому же с парой сотен непослушных коз в любой момент что-нибудь может пойти не так, как было задумано пастухами.

\n

Столкновения в пути

\n

 Во время похода в Фандалин персонажам предстоят следующие столкновения.

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Под Присмотром 

\n

 В какой-то момент во время перегона над направляющимся в Фандалин стадом пролетает пара виверн. Хотя виверны и не обладают развитым интеллектом, они понимают, что большая группа сопровождения у лакомой добычи может оказаться для них опасной. 

\n

 Однако, при виде крупных хищников, козы впадают в панику и разбегаются во все стороны. Авантюристам придется постараться, чтобы удержать коз компактным стадом, так как виверны без колебаний сожрут отбившихся. 

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 Выпас. Когда стадо начинает распадаться, каждый персонаж может сделать проверку Сл 10 Мудрости (Уход за животными). Если хотя бы половине проверок сопутствует успех, персонажам удается сохранить цельность стада, и виверны улетают в поисках более легкой добычи. В противном случае, стадо распадается и много коз становятся легкой целью для атак виверн. Если это произойдет, то у персонажей будет следующий выбор:

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@Scene[zo5xucc6dNd0BmjT]{Под присмотром (Лес 1)}

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@Scene[DK8XcgjN257bJAkB]{Под присмотром (Лес 2)}

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Голодные Огры 

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 Однажды ночью (или днем, если того требует ситуация), когда перегонщики и стадо стояли на отдыхе, запах коз учуяло племя огров, которые всегда голодны, а от аромата козлятины просто дуреют и поэтому решаются напасть. 

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 Охраняющий ночью стадо и спящих персонажей может сделать проверку Сл 15 Мудрости (Уход за животными) или Мудрости (Проницательность), при успехе заметив, что козы становятся излишне беспокойными. У него будет в запасе три раунда, чтобы успеть разбудить всех спящих и принять меры предосторожности. 

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 По прошествию этих трех раундов, трое огров плюс ещё один на каждого персонажа, исключая соратников, появляются из мрака ночи и начинают хватать коз. Как только персонажи вмешаются, огры бросают коз и атакуют авантюристов.

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@Scene[SWuEnuyAVVpwGu07]{Голодные Огры}

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ФАНДАЛИН В ВАШЕЙ КАМПАНИИ 

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 Поскольку это приключение и последующие считаются продолжением истории Дракона Ледяного Пика, вполне вероятно, что ваши игроки уже взаимодействовали с НИП города Фандалин и у них уже есть своя собственная история отношений с его жителями. Представление здесь города и его НИП-ов, нужно рассматривать как вводную. Вам нужно будет изменить отношение НИП к партии или убрать\\добавить актуальных НИП, основываясь на том, что в вашей кампании произошло ранее. 

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 Если Фандалин не присутствовал в ваших предыдущих приключениях, то вы можете узнать больше о городе в Стартовом Наборе D&D Essentials Kit. В том случае когда вы не хотите покупать какие-либо продукты подробно описывающие Фандалин, вы можете создать свой собственный Фандалин на основе представленных в этом приключении областей.

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Прибытие

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 По прибытию в Фандалин, Пинчвит спешит к Бартену для завершения сделки. Авантюристы могут отправиться вместе с ней к торговцу, после чего прогуляться по Фандалину, закупая необходимые для Лейлона припасы и фургон для их доставки. 

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 Ранее ставшие городскими героями персонажи приветствуются куда бы они ни пошли с уважением и почётом. Знающие их горожане предлагают бесплатную еду и выпивку, в сопровождении большого количества рукопожатий, похлопываний по спине и просьб об автографах.

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В Городе 

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 По мере того, как персонажи будут заниматься приобретением и сохранностью фургона, лошадей и припасов для Лейлона, они смогут узнать о появившихся в Фандалине лазутчиках, некоторые из которых работают на Культ Талоса, а другие наняты Улараном Мортусом и последователями Миркула.

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Постоялый Двор «У Камнехолма» 

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 В скромном двухэтажном постоялом дворе есть комнаты для аренды и общая зона для столования. Заведением управляет Тоблен Камнехолм, невысокий и дружелюбный человек. 

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 Поздним вечером, когда герои находились в общем зале, Тоблен замечает как открывается входная дверь и делает шаг чтобы встретить нового посетителя. Однако, дверь быстро закрывается, никто не входит, и Тоблен удивленно качая головой говорит, что, похоже это был некто Аргус Скил, который открыв дверь сразу же почему-то ушел. Скил - новичок в городе, утверждающий что он старатель, но похоже ничего пока не нашедший. Он появляется здесь только по ночам. 

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 Вслед за Скилом. Если персонажи поспешат за ним, они смогут заметить с успешной проверкой Сл 16 Мудрости (Восприятие), что Скил быстро нырнул в заброшенную лачугу на окраине города. В подвале этого здания он и обитает вместе с несколькими подчиняющими ему упырями. (Для получения дополнительной информации о Скиле и его упырях см. ниже \"Нападение\".) 

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 Проследовав за Скилом в хижину, персонажи обнаружат что в лачуге никого нет. Проверка Сл 20 Интеллекта (Расследование) поможет обнаружить ведущий в подвал потайной люк в полу, где прячется нежить. Обнаружение здесь нежити и победа над ней приведет к тому, что нежить не нападет, когда персонажи будут покидать город.

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Магазин «Львиный Щит» 

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 Лавкой управляет женщина средних лет, Линен Серый Ветер и она продаст персонажам лошадей, нужных для запрягания в фургон с припасами для Лейлона. Самих телег или фургонов для продажи у неё нет, но она подскажет, что их можно приобрести на Рудной Бирже. 

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 У Линен появилась новая помощница, рыжеволосая эльфийка Веллин Огневорон. Веллин занимается доставкой и заключает в окрестностях сделки вместе со своей, преклоняющей перед ней, командой кобольдов. Она также является членом Культа Талоса и их шпионом в Фандалине. (Для получения дополнительной информации о Веллин и кобольдах см. ниже \"Нападение\".) 

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 Найдя в Часовне Удачи символ Талоса и показав его Линен, персонажи узнают от неё, что Веллин носит такую же брошку, хотя в последние дни она её не одевала. 

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 Если персонажи обращаются к Веллин по поводу ее потерянной броши, культистка и ее слуги-кобольды бросаются в атаку. Победа над ними приведет к тому, что персонажам не придется столкнуться с ними позже, когда они будут покидать город.

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Припасы Бартена 

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 Магазином, при помощи своих двух помощников Андера и Тистла управляет Элмар Бартен. Он и Андер знают последние городские слухи и охотно ими поделятся, но Тистл говорить на эту тему будет неохотно. Успешная проверка Сл 15 Мудрости (Проницательность) покажет, что он нервничая, что-то скрывает. 

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 Чтобы получить от него информацию, с ним нужно общаться с помощью проверки Сл 15 Харизмы (Запугивание или Убеждение), после её успеха он признается, что ему очень понравилась Веллин, новая помощница Линен в \"Львином Щите\". Они проводили время вместе, узнавая получше друг друга, когда она вдруг начала говорить какую-то жуть о том, что верит в то, что придёт Повелитель Бурь и уничтожит всех слабых и неверующих, и что он должен присоединиться к ней. С тех пор он старается её избегать.

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Фандалинская Рудная Биржа 

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 Здесь персонажи смогут приобрести нужные им повозки или фургоны. Управляющая биржой расчётливая Халия Торнтон знает о появившихся в городе лазутчиках, но ничего о них не расскажет, если ей не предложить за эту информацию как минимум 50 зм. 

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 Получив вознаграждение, она готова рассказать персонажам столько информации, сколько вы посчитаете нужным. Но если персонажи будут с ней вести себя грубо или попытаются заплатить меньше, чем она просит, она с радостью расскажет или Скилу, или Веллин, или им обоим, что о них знают персонажи и каковы их планы.

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Часовня Удачи 

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 Члены городского совета Лейлона попросили героев забрать в часовне десять флаконов со святой водой. Однако по прибытию герои обнаружат, что часовня было ограблена и здесь ничего нет. Нет никаких признаков на то чьих рук это дело, но после успешной проверки Сл 15 Интеллекта (Расследование) персонажи находят серебряную брошь с тремя параллельными молниями, что указывает на нахождение в городе последователей Талоса.

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Ратуша 

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 Городская ратуша представляет собой каменное здание с деревянной крышей, колокольней позади и пустующей доской для объявлений перед ним. Харбин Вестер, староста и банкир, при встрече с персонажи вежлив, но кажется взволнованным и раздражительным. 

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 Если персонажи спрашивают о причинах его обеспокоенности, он пожалуется на то, что в последнее время окончательно испортилась погода. Разбушевавшийся вдруг ветер повредил несколько зданий, а три человека были поражены молнией. 

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 Кроме того, за последние пару десятидневок похоже пропало без вести несколько человек. Правда это не абсолютно точно, так как пропавшие без вести были гостями или путешественниками, не имеющие никакого отношения к Фандалину. Вполне возможно, что они просто уехали, но некоторые из них утверждали, что собираются надолго остаться в городе.

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Нападение

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 Когда герои упаковывают в конце своего визита вещи, собираясь отправиться обратно в Лейлон, лазутчики как из Культа Талоса, так и из последователей Миркула независимо друг от друга решают, что они являются помехой им планам и их нельзя оставлять в живых. (Если персонажи уже имели дело с обоими группами, это столкновение не произойдет.) 

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 Для запуска столкновения используйте карту городских задворок. В то время, пока персонажи загружают повозки, затмевая солнце опускаются грозовые тучи и к ним приближаются Аргус Скил (мужчина, порождение вампира) и два упыря, плюс один упырь на каждого персонажа, включая соратников. Для защиты себя от дневного света Аргус носит плотные, тяжелые одежды. 

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 В то же время с другой стороны подходят Веллин Огневорон и два кобольда-дракощита (см. приложение А), плюс один кобольд-дракощит на каждого персонажа, включая соратников. Веллин - женщина, дамаррка, мастер-вор (см. приложение А). 

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 Когда начинается сражение, две группы последователей зла увидят своих \"противников\" и также нападают по мере возможности друг на друга. (см. \"Трехсторонний бой\".)

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ТРЕХСТОРОННИЙ БОЙ 

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 Бой - это изюминка игры для большего количества игроков: они любят вызов, тактику и постановку. Сражение с участием трех разных сторон одновременно может обеспечить полностью все эти основные моменты. Однако ведение такого боя требует осторожности и практики. С помощью трехстороннего боя очень легко сокрушить персонажей, если обратить все своё внимание на партию. С другой стороны, такой бой может быть слишком легким, если две другие стороны просто будут уничтожать друг друга, не слишком отвлекаясь на авантюристов. Ниже приведены некоторые советы по ведению трехстороннего боя:

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ПОСЛЕДСТВИЯ 

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 После того, как персонажи разберутся с лазутчиками, либо по отдельности в ходе своих расследований, либо сразу со всеми во время финального сражения, они смогут обнаружить на них новые улики. 

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 Подчиняющиеся Скилу упыри, несут на себе такие же отметины в виде черепа как и у тех, кто нападал на Придорожный во время начала этого приключения. В одежде Скила полно колючек и шипов от растений произрастающих только в Топях Мертвецов. Это может подсказать персонажам, что угроза в виде нежити исходит из этих болот. 

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 Веллин и ее кобольды носят при себе скрытые от глаз символы Культа Талоса. У эльфийки к тому же с собой футляр с парой линз и запиской на Общем, в которой говорится: \"Линзы покажут секреты карты\". Если их использовать при просмотре найденной в подвале Придорожного карты, то на ней обнаружится тайнопись, указывающая на различные другие места по Побережью Мечей где проводит свои операции Культ Талоса, а локация Громовых Утесов обведена кружком обозначающим центр их деятельности. 

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Яма со Змеями 

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@Scene[9MQS6Xqc7V1Fq3M6]{Болота (Яма со змеями)}

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 Персонажи сбиваются со следа и забредают в место, где под поверхностью Топей скопился болотный газ. Преуспевшие в проверке Сл 15 Интеллекта (Природа) персонажи, догадаются о наличии газа и связанную с ним опасность. 

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 Справа от пути персонажей, из открытой ямы в тот момент, когда герои проходили мимо, в поисках добычи выползает змея (используйте статистику гигантского удава), плюс по одной змее на каждого персонажа, включая соратников. 

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 Болотный газ может воспламениться от любого, магического либо обычного, огня размером больше чем от горящего факела. Каждый раз при использовании заклинания или эффекта с огненным дескриптором, бросайте [[/r 1d6]]. При результате 1-2, газ воспламеняется и если у огненного эффекта указана зона действия, то эта зона удваивается. Кроме того, все существа в зоне действия считаются уязвимыми к огню, что приблизительно аналогично урону, нанесенному при взрыве болотного газа.

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Трясины и аллигаторы

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@Scene[JS1XoTw6QT3ib4hG]{Болота (Трясины и аллигаторы)}

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 Когда в какой-то момент отряд сбивается со следа, то он оказывается в опасной части болот с зыбучими песками в виде квадратной ямы площадью в 10 футов и глубиной 20-футов. Если ведущий группу по следу персонаж не преуспеет в проверке Сл 18 Интеллекта (Природа), они зайдут в область зыбучих песков. Оказавшееся здесь существо, погружается в яму на [[/r 1d4+1]] фут и становится Удерживаемым. В начале каждого своего хода оно опускается еще на [[/r 1d4]] фута в зыбучие пески. 

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 Пока существо полностью не погрузилось в зыбучие пески, оно может попытаться вырваться используя действие и преуспев в проверке Силы Сл 10 + то количество футов, на которые уже его затянуло в яму. Существо, полностью погрузившееся в зыбучие пески, не может дышать (см. удушение в Книге Игрока). 

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 Не завязшее в зыбучих песках существо, может вытащить из них другое существо в пределах своей досягаемости, используя действие и преуспев в проверке Силы, Сл 5 + то количество футов, на которые спасаемого затянуло в яму. 

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 Пока отряд борется с зыбучими песками, из болот появляются гигантский крокодил со своим потомством (один крокодил на 2 персонажа) и нападают на персонажей. 

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Разведчики Юань-ти 

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@Scene[fFMDGmpvBhqwOsAk]{Болота (Разведчики юань-ти)} 

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В Топи Мертвецов из королевства змей Наджарра был отправлен отряд юань-ти для оценки области болот сначала под колонизацию, а затем как отправную точку для осуществления нападений на земли Севера. 

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 Разведчиками отряда являются отродья юань-ти. Партия натыкается на одного, когда тот подкрепляется остатками крупного лося. Отродье не заинтересовано в том, что кто-либо прознал о появление юань-ти в области, поэтому попытается убить любого, кто его заметит. Если в партии пять или более персонажей (включая соратников), отродий будут двое. 

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Дерущиеся тролли

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@Scene[1WrBHrGM4fZpfFOU]{Болота (Дерущиеся тролли)} 

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Идя по следу людоящеров, отряд встречается с тремя троллями, сражающимися за останки людоящера погибшего от лап одного из гнилых троллей. Тролли орудуют когтями и зубами, пытаясь отбить друг у друга \"ящерку-вкусняшку\". 

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 Когда персонажи на них наткнутся, у каждого из троллей осталась половина очков здоровья.

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Если персонажи не станут вмешиваться, тролли продолжают избивать друг друга, пока их очки здоровья не опустятся до четверти. В мешке у первого умершего тролля лежат три @Compendium[shared-compendia.core-adventuring-gear.76iUGMOEUZHaGsFW]{Acid (vial)}

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Укротители Гидры 

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@Scene[6dG0IsRXTi9mRpuO]{Болота (Укротители гидры)}

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 Прослышав о том, что в Топях Мертвецов обитает @Actor[4Ri3DSQXrdST7k2J]{Гидра / Hydra}, владелец зверинца в Глубоководье нанял отряд наемников, чтобы они отправились на болото, нашли и пленили гидру и доставили её в город, чтобы она была главной достопримечательностью его зверинца. Однако нанятые наемники никогда не сталкивались с гидрой и не предполагали, что пленить её не так-то просто. 

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 Авантюристы сбиваются с нужных им следов и выходят на следы наемников. Двигаясь по ним, они выходят на бьющихся с гидрой наёмников, где несколько из них уже мертвы, а оставшиеся трое готовятся сбежать. 

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 Количество голов @Actor[4Ri3DSQXrdST7k2J]{Гидра / Hydra} равно количеству персонажей в партии, и у неё по 30 очков здоровья за каждого персонажа, исключая соратников. От оставшихся наемников в этой битве уже почти никакого толку, тем не менее у них с собой пять фляг с @Compendium[shared-compendia.core-adventuring-gear.c07FX6MUDYBmeXzL]{Alchemist's Fire (flask)}, который пригодится для блокировки отращивания гидрой дополнительных голов. После окончания боя за спасение своих жизней наемники предлагают персонажам все оставшиеся у них фляги, а также 50 зм. 

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Пропавший патруль

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 Задание \"Пропавший патруль\" сбалансировано для персонажей 7-го уровня, хотя персонажи 8-го уровня также могут столкнуться здесь с трудностями. 

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 Задание активируется после того, как персонажи спасли Лейлон, выполняя задание \"Обычный день в Лейлоне\", но до того, как они обнаружат все подсказки, приводящие их к финальному заданию: \"Громовые Утёсы.\" 

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 Однажды утром к героям с озабоченным выражением на лице подходит каменотес-полуорк Брелтора Красноглазая. Она дружит с одним из солдат, рядовым Вестером Джессапом. Он служит под началом сержанта Ёррума,и является одним из членов патруля в Топях Мертвецов. Вестер сказал Брелторе, что Ёррум приказал им патрулировать участок Главного Тракта, проходящей по краю ужасного болота, чтобы убедиться, что там нет логовищ представляющих опасность существ. 

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 За всё время восстановления Лейлона ни один из этих патрулей не заметил ничего более опасного, чем гнездо змей или единичного аллигатора. Однако на этот раз впервые патруль не вернулся. Последний патруль, состоящий из четырех солдат, включая рядового Вестера, опаздывает уже на целых два дня. Брелтора просит героев выяснить, что же произошло. 

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 Когда персонажи разговаривают с сержантом Ёррумом, он лениво взмахнув руками не разделяет их беспокойства и говорит, что не может выделить больше никого из своих солдат для поисков пропавшего патруля, особенно с учетом недавних проблем с молниепоклонниками и нежитью. Ёррум советует героям самим заняться поиском патруля, если уж им так захотелось. Когда они просят у него больше информации, он вздыхает и отмечает на карте район патрулирования.

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Обзор локации

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 Топи Мертвецов - это обширное болото, веками бывшее проклятием для путешествующих по Главному Тракту. Все попытки сделать его безопасным потерпели неудачу, так как бесчисленные опасные существа считают эту область своим домом: молодые драконы, тролли, племена людоящеров, болотные звери и еще более странные и необычные монстры. В лучшем случае, силам цивилизации удаётся поддерживать на Главном Тракте относительную безопасность для облегчения прохода здесь торговцев между Глубоководьем и землями Севера. 

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 Недавно, в принципе мирное племя людоящеров, живущее поблизости от Главного Тракта, было вынуждено переселиться, когда на их дом напала группа гнилых троллей. Это нападение подтолкнуло людоящеров мигрировать поближе к Главному Тракту, что привело к конфликту с путешественниками, предположивших, что их атакуют. Защищаясь людоящеры взяли в плен людей, включая четырех солдат из патруля Лейлона. 

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 Для людоящеров пленники лишь средство, чтобы удержать гнилых троллей подальше от их мигрирующего племени. Пленников оставляют связанными в клетках, после чего людоящеры уходят в противоположном направлении, надеясь, что тролли оставят их в покое и займутся принесенными им в жертву.

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Цель Задания 

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 Для завершения задания Пропавший Патруль, искателям приключений нужно найти и победить лидеров племени людоящеров, отбиться от преследующих их гнилых троллей и спасти взятых в плен людей. Некоторые из целей могут быть достигнуты путем переговоров или обмана, особенно когда речь идет о племени людоящеров.

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Выслеживая людоящеров

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 Когда группа прибывает в то место, где на их карте указано начало маршрута патрулирования, они обнаруживают следующее: 

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 Согласно карте, вы добрались до места, где Главный Тракт проходит по краю Топи Мертвецов. Именно здесь начинается патрулирование Топей солдатами Лейлона. Прямо невдалеке от дороги влажная земля изрыта следами схватки и не успевшими высохнуть пятнами крови. 

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 При осмотре местности обнаруживается разбитая и наполовину утопленная в грязи телега, обломанное лезвие меча и несколько пуговиц от формы солдат Лейлона. Ясно видимые следы ведут на запад, в глубины Топи Мертвецов. 

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 С успешной проверкой Сл 10 Мудрости (Выживание) искатели приключений также смогут узнать следующее:

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По следам

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 Большую часть времени идти по следу достаточно легко. Однако иногда колея проходит по сильно заболоченной воде, и заметить её след становится труднее. Чтобы догнать племя людоящеров, партия должна преуспеть в трех проверках Сл 15 Мудрости (Выживание). При неудаче делается бросок по таблице @RollTable[Y4zMLgJJClxcO0Ta]{Столкновения на болотах} определяя произошедшее случайное столкновение. Никто из пытающихся разобраться в следах или помогающих им при проверках Выживания, не может выполнить проверку Мудрости (Восприятие) для обнаружения случайных столкновений, так как слишком сосредоточены в поисках следов. 

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 После трёх успешных проверок Выживания персонажи догоняют племя людоящеров, когда те останавливаются на отдых.

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Схватка с людоящерами

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 Для этого столкновения используйте карту задания Пропавший Патруль. 

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 Персонажи выдержали испытание болотом, выследив мигрирующее племя людоящеров, когда они наконец-то, остановились отдохнуть, тем самым предоставив отряду шанс их настигнуть. Когда персонажи догонят племя людоящеров, используйте следующий текст для представления происходящего: 

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 Впереди, перекрывая жужжание надоедливых насекомых, слышны бормочущие и шипящие голоса. В телеги, поставленные на санные полозья, впряжены гигантские улитки с торчащими из голов толстыми отростками. На большинстве телег людоящеры разного возраста и размеров, но на двух установлены клетки. В каждой из клеток по четыре человека, и в четырех из них, судя по форме, вы узнаете солдат, которых вы ищете.

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Высокий людоящер обращается к пятидесяти или около того соплеменников и они расходятся начиная обустраивать временный лагерь. Более крупный, звероподобный людоящер, подходит к лидеру по-видимому для получения особых указаний. 

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 Знающие язык Драконов авантюристы поймут, что высокий людоящер лидер племени. Он приказывает своим соплеменникам накормить пленников и позаботится о нуждах остальных. После чего приказывает крупному людоящеру рядом с ним, сходить на болото, поискать врагов и принести что-нибудь для ужина. 

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 Люди внутри двух клеток - это четверо солдат из Лейлона, один из которых рядовой Веспер, и четверо представителей торгового каравана решивших по глупости напасть на людоящеров, когда они увидели, что существа движутся в их сторону через болото.

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Людоящеры 

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 Лидер племени - людоящер, помощник вождя @Actor[fGBLp2sSnNaZ2bI8]{Хиссейн}. Звероподный людоящер рядом с ним - это людоящер-вершитель @Actor[s3IzSs916Nzfmnxf]{Хлюп}. Выполняющие приказы Хиссейна воины - обычные @Actor[XYzkBp8IXyWEUR75]{Людоящер}, по одному на каждого персонажа, включая соратников. В сани впряжены @Actor[kH7G5xkr2nBFGlRo]{Цеповая улитка / Flail Snail}, но только одна из них атакует существ (та, что рядом с Хиссейном), если только их не атакуют первыми. Остальные людоящеры племени или слишком молоды или наоборот стары и считаются небоевыми существами.

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Варианты Развития Событий 

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 Партия может справиться с задачей несколькими способами. Если это типичная банда авантюристов, то они нападают на людоящеров без всякого плана. Однако они могут действовать осмотрительно используя собственные знания, а не отдавать предпочтение грубой силе. 

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 Партия, предпочитающая действовать предусмотрительно, может попытаться застать людоящеров врасплох или даже узнать подкравшись побольше о проблемах племени. Хиссейн приказывает одному из людоящеров вскипятить котел с водой для \"отвлечения троллей\". Затем он обсуждает с Хлюпом план, что после того как племя отдохнет, то оставит здесь сваренного в котле человека и продолжит свою миграцию сменив направление, чтобы оторваться от преследующих их гнилых троллей. Подслушанное может дать партии идеи для мирного разрешения конфликта. 

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 Группа может подойти к стоянке демонстрируя мирные намерения и преуспев в проверке Сл 15 Харизмы (Убеждение), смогут убедить людоящеров освободить заключенных, если партия победит для них гнилых троллей.

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Убить гнилых троллей 

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 Когда вы, как ДМ, посчитаете нужным, взаимодействие партии с племенем людоящеров прерывается и появляется в поисках добычи @Actor[swhqUNCSrdVg7lUo]{Гнилой тролль} . 

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 Если авантюристы успели уничтожить в племени людоящеров всех кто может сражаться, не попытавшись вступить в переговоры, то в схватке с гнилым троллем помочь им будет некому. Если битва все еще продолжается, оставшиеся в живых бойцы людоящеров немедленно переключают свое внимание на тролля. Такое развитие событий может послужить толчком к мирному разрешению боевых действий между племенем людоящеров и партией. 

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 Победа над гнилым троллем - хороший старт к сотрудничеству, но для мирного освобождения заключенных, людоящеры настаивают на убийстве трех гнилых троллей. Партия может поохотиться на оставшихся двух троллей в болоте, или подождать пока они сами не придут к ним, что не займет больше 24 часов после убийства первого тролля.

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Последствия

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 Партия может спасти пленников либо победив племя людоящеров, либо найдя общий язык с племенем перебив гнилых троллей, либо какую-то комбинацию из представленного, либо придумав своё собственное решение. 

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 В случае успеха персонажи могут освободить четырех торговцев, предлагающих за своё спасение 500 зм, а также проводить солдат обратно до Лейлона. 

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 В том случае если героям удалось заключить сделку с племенем людоящеров, они могут попытаться убедить их перебраться поближе к Лейлону, заключить договор о взаимообороне, участвовать в торговых сделках или заниматься каким-либо другим выгодным и мирным сосуществованием.

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Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \"sea devils,\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.

Devils of the Deep.

Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.

The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.

Way of the Shark.

Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.

Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.

Elven Enmity.

The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.

So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.

The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.

[–]

TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.

— An account of the aftermath of a sahuagin raid

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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: Рубящий урон 3 (1к4 + 1).

","chat":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Когти/Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"8q6ddJ8FekH4PxZf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584921234,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"m8vrFF3S5kfzEQ4R","name":"Кровавое бешенство/Blood Frenzy","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом броски рукопашных атак по существам, у которых хиты ниже максимума.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/strike-beam-blood-large-red-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"blood%20frenzy_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.m8vrFF3S5kfzEQ4R"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584696135,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2anPhOYeA6jfLlMe","name":"Ограниченная амфибийность/Limited Amphibiousness","type":"feat","system":{"description":{"value":"

Существо может дышать и воздухом и под водой, но чтобы не задохнуться, ему нужно погружаться в воду хотя бы раз каждые 4 часа.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/foot-amphibian-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20amphibiousness_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.2anPhOYeA6jfLlMe"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584747647,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jFzwic8HHN9xhNm5","name":"Акулья телепатия/Shark Telepathy","type":"feat","system":{"description":{"value":"

Сахуагин может магическим образом командовать всеми акулами, находящимися в пределах 120 футов от нее, при помощи ограниченной телепатии.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-shark-brown-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shark%20telepathy_sahuagin%20priestess_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584771962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Сахуагин является заклинателем 6-го уровня. Ее базовой характеристикой является Мудрость (Сл спасброска от заклинания 12, +4 к попаданию атаками заклинаниями). У неё подготовлены следующие заклинания жреца:

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"j0oiZsRFpPHspyE6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584572351,"modifiedTime":1705584856312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705584941157,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"EYig8nopdMziz4PP","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705584942226,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0nzuCw1s6rH0rFUE","sort":0},{"name":"Благословение/Bless","type":"spell","system":{"description":{"value":"
 
\n
\n
\n
Вы благословляете до трёх существ на ваш выбор в пределах дистанции. Пока длится заклинание, когда цель совершает бросок атаки или испытание, она может бросить [[/r d4]] и добавить к результату основного броска.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го.
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/life/heart-hand-gold-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"bless_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.nDmoFy1Aa5Lz1kbj"},"dnd5e":{}},"effects":[{"_id":"8rP3gwmXVTgZqYZE","flags":{"plutonium":{"dedupeId":"bless"}},"changes":[{"key":"system.bonuses.abilities.save","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.mwak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.msak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.rsak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.rwak.attack","mode":2,"value":"+1d4","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/life/heart-hand-gold-green.webp","origin":"Item.kZZAZ6kp9YzgPQEe","tint":null,"transfer":false,"name":"Bless","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477657,"modifiedTime":1705584943697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uQ6nBdvbQqwjOc90","sort":0},{"name":"Направляющий луч/Guiding Bolt","type":"spell","system":{"description":{"value":"
\n
Вспышка света бьёт в выбранное вами существо в пределах дистанции. Совершите дистанционную атаку заклинанием по этой цели. При попадании цель получает [[/r 4d6]] лучистого урона, а следующий бросок атаки против этой цели до конца вашего следующего хода получает преимущество благодаря тусклому мистическому свету, который исходит от неё.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.3W4w7xIZKMPpbmBC"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481637,"modifiedTime":1705584944680,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jtFloULqgYsm04Xw","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

\n

Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1705584945633,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"R9OPnOFqNNo0XYCQ","sort":0},{"name":"Призрачное оружие/Spiritual Weapon","type":"spell","system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
\n

В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

\n

Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["floor(@item.level / 2)d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.2C6V50Bb0D8xR0KL"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486714,"modifiedTime":1705584946955,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"DBzJ4FZR8OfR83h4","sort":0},{"name":"Паралич гуманоида/Hold Person","type":"spell","system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

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Вы произносите слова исцеления, и не более шести существ на ваш выбор, которых вы видите в пределах дистанции, восстанавливают ПЗ в количестве [[/r 1d4]] + модификатор вашей заклинательной характеристики. Заклинание не действует на нежить и конструкции.

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На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, исцеление увеличивается на [[/r 1d4]] за каждый круг ячейки выше 3-го.

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Это заклинание позволяет существу, которого вы коснулись, понимать устную речь на любых языках, которую оно слышит. Кроме того, когда цель говорит, любое существо, знающее хоть один язык и способное слышать цель, понимает речь цели.

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Разбойники рыщут бандами, возглавляемыми головорезами, ветеранами или заклинателями. Не все разбойники злы. Угнетения, засуха, болезни или голод могут подтолкнуть самых честных жителей на путь разбоя.

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Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

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Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

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Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while @condition[invisible], attacking with its poison stinger.

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one.

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The imp magically turns @condition[invisible] until it attacks, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the imp wears or carries is @condition[invisible] with it.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against spells and other magical effects.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Существо совершает две атаки кинжалом и использует Ошеломляющий взгляд.

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Существо выбирает целью одно существо, которое видит в пределах 30 футов. Цель должна совершить спасбросок Мудрости Сл 14, при провале она становится @Compendium[sc-common.sc-common.VhwcFUAMDGRNAso7]{Ошеломлённый/Stunned} до конца своего следующего хода.

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Существо снижает урон, полученный от атаки, до 0.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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Откуда-то из темноты слышатся гортанные стоны. В поле зрения появляется шатающееся тело, подволакивающее распухшую ногу и тянущее изломанные руки. Зомби с легкостью убьют всех, кто не успеет избежать их объятий.

Темные слуги. Зловещая некромантия заставляет мёртвых подниматься в виде зомби, выполняющих без страха и сомнения то, что прикажет их создатель. Они двигаются неровной, дергающейся походкой, одетые в гниющие остатки того, в чем их похоронили, окружая себя зловонным запахом разложения.

Большинство зомби создается из гуманоидных останков, однако подобием жизни могут быть наполнены плоть и кости любого живого существа. Обычно для этого используется заклинание из арсенала некромантии. Некоторые зомби могут подниматься самостоятельно, когда темная магия окутывает какое-либо пространство. Единожды поднятое как зомби, существо не сможет больше вернуться к жизни, разве что кроме как посредством могущественной магии, например, заклинания воскрешение [resurrection].

У зомби нет никакого осознания бывшего себя, его разум лишен мыслей и фантазии. Без приказа зомби будет просто стоять на месте и гнить, пока рядом не окажется кто-то, кого можно убить. Магия, поднявшая зомби, наполняет его злом, поэтому оставленный без цели, он атакует любое живое существо, столкнувшееся с ним.

Отвратительные тела. Зомби появляются такими, какими они были при жизни, демонстрируя раны, от которых умерли. Однако магия, которая создает этих ужасных существ, требует времени. Мертвые воины могут подняться на поле боя, выпотрошенные и раздутые, после нескольких дней на солнце. Грязный мертвец, бывший когда-то крестьянином, может прорыть себе путь из земли, покрытый личинками и червями. Зомби может быть вынесен прибоем или восстать посреди болота, разбухший и воняющий, после многих недель, проведенных в воде.

Безмозглые солдаты. Зомби выбирают самый кратчайший путь к своему врагу, неспособные оценить препятствия на пути, тактику и опасный ландшафт. В стремлении достичь своего врага, находящегося на другом берегу, они могут войти в бурлящую реку, где их размажет о камни. Чтобы убить противника, стоящего внизу, зомби могут выйти в открытое окно. Они бездумно шагнут в полыхающий огонь, колодец с кислотой, и напрямую пойдут через поле, усеянное шипами.

Они могут следовать простым приказам и отличать друзей от врагов, но их способности ограничены волочением ног туда, куда укажут, убивая всех врагов на пути. Зомби обычно вооружены тем, что использовали, и не будут поднимать выпавшее оружие и другие инструменты, пока им не прикажут.

Натура нежити. Зомби не нужен воздух, еда, питье и сон.

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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель.

Попадание: Дробящий урон 4 (1к6 + 1).

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Если существо получает урон, уменьшающий хиты до 0, оно совершает спасбросок Телосложения Сл 5 + полученный урон, если только это не был урон излучением или урон от критического попадания. При успехе хиты зомби опускаются всего лишь до 1.

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Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.

A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.

In some cases, a rug of smothering is disguised as a @item[carpet of flying] or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.

Animated Objects[–]

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature.

An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одно существо с размером не больше Среднего.

Попадание: Существо становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченным/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплёна/Blinded}, и рискует задохнуться, а ковер не может душить другую цель. Кроме того, цель в начале каждого своего хода получает дробящий урон 10 (2к6 + 3).

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Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

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A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.

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Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still go the scar.

— Levity Quickstitch, halfling rogue

Animated Objects[–]

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature.

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Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/pearl-brown-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"antimagic%20susceptibility_animated%20armor_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.0tho1z4IIogSiA0d"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397943490,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"yHNQY8oPQIxcnZhx","sort":300000}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1695376919686,"modifiedTime":1707138923223,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"folder":"FA7rV5oFc8ZAG7Fr","sort":1000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3}},{"name":"Мастер душ/Master of Souls","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"master%20of%20souls_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF"}},"_id":"QYKDfGkcT0czyP2f","img":"https://5etools-mirror-1.github.io/img/BGDIA/Master of Souls.png","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":45,"max":45,"temp":null,"tempmax":null,"formula":"6d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","exhaustion":0},"details":{"biography":{"value":"

Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

","public":""},"alignment":"neutral evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":4,"spellLevel":5,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["abyssal","common","infernal"],"custom":""},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":2,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Мастер душ","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Master of Souls.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"sight":{"enabled":true,"range":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"core":{"occlusionRadius":null}},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Мастер душ совершает две атаки цепом

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_master%20of%20souls_bgdia_bgdia"}},"effects":[],"_id":"CYzNNbWIAPqbyqzt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577730630,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sqZ3VCq07yF4Sgg2","name":"Магия могилы/Grave Magic","type":"feat","system":{"description":{"value":"

Когда мастер душ накладывает заклинание, наносящее урон, он может изменить тип урона заклинания на некротическую энергию.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"grave%20magic_master%20of%20souls_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577760893,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Мастер душ является заклинателем 5-го уровня. Его базовой характеристикой является Интеллект (Сл спасброска от заклинаний 14, +6 к атакам заклинаниями). Он знает следующие заклинания волшебника:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_master%20of%20souls_bgdia_bgdia"}},"effects":[],"_id":"OF5LlPXlZ1k5UH7q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575004668,"modifiedTime":1705577869719,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к8) дробящего урона плюс 7 (2к6) урона некротической энергией, и цель получает помеху на все спасброски до конца следующего хода мастера душ.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","bludgeoning"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"flail"},"container":null},"name":"Цеп с посеребрённым черепом/Silvered Skull Flail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/maces/flail-cube-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"silvered%20skull%20flail_master%20of%20souls_bgdia_bgdia"},"core":{"sourceId":"Actor.GmsUOo25Mc37aDwF.Item.HMFj4DPcjkaDS8yU"}},"effects":[],"_id":"3ALoNActjNS3qLHO","folder":"xNMENi6fC5M1utzb","sort":100000,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577510176,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ледяное прикосновение/Chill Touch","type":"spell","system":{"description":{"value":"
\n

Вы создаёте призрачную ладонь скелета в пространстве, занимаемом существом в пределах дистанции. Совершите дистанционную атаку заклинанием по существу, чтобы обдать его холодом могилы. При попадании цель получает [[/r 1d8]] некротического урона и не может восстанавливать ПЗ до начала вашего следующего хода. Все это время ладонь цепляется за цель.

\n

Если вы попали этой атакой по нежити, она также получает помеху к броскам атаки по вам до конца вашего следующего хода

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го ([[/r 2d8]]), 11-го ([[/r 3d8]]) и 17-го уровня ([[/r 4d8]]).

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/lightning/claws-unarmed-strike-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"chill%20touch_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.9Qduakq0f6WMEE6h"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477996,"modifiedTime":1705577533351,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"JtyOvhoxHQ7m1dvD","sort":0},{"name":"Магическая рука/Mage Hand","type":"spell","system":{"description":{"value":"
\n

Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/orbs-hand-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.gj4QqKCHHJOEcLPk"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483078,"modifiedTime":1705577538400,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"a4zskGQ5YzRqYxex","sort":0},{"name":"Сообщение/Message","type":"spell","system":{"description":{"value":"
\n

Вы указываете пальцем на существо в пределах дистанции и шепчете сообщение. Цель (и только цель) слышит его и может ответить шёпотом, который услышите только вы.

\n

Вы можете творить это заклинание сквозь твёрдые преграды, если вы знакомы с целью и точно знаете, что она за преградой. Магическая тишина, 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или 3 фута дерева или земли блокируют заклинание. Заклинание необязательно должно идти по прямой, оно может огибать углы и проходить через отверстия.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"a short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/skills/social/diplomacy-writing-letter.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"message_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BhCMz3efimLHsAJD"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483587,"modifiedTime":1705577548303,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"H2FuIPCcTO1CpFXb","sort":0},{"name":"Мелкие фокусы/Prestidigitation","type":"spell","system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.U1HsDwNII7mHRku4"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760484828,"modifiedTime":1705577553248,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0I3fbrcq43xpBqK4","sort":0},{"name":"Пылающие руки/Burning Hands","type":"spell","system":{"description":{"value":"
\n
Вы поднимаете руки, сложив вместе большие пальцы и растопырив остальные, и тонкие полоски пламени вырываются из выставленных пальцев. Каждое существо в пределах 15-футового конуса должно пройти испытание Ловкости. При провале существо получает [[/r 3d6]] урона огнём, при успехе — половину этого урона.
\n
 
\n
Пламя поджигает все горючие предметы в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/flame-burning-fist-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"burning%20hands_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.6kZoiWTSqWB55ntW"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477851,"modifiedTime":1705577558663,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"cdhA7pXc3aDnCVB6","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

\n

Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1705577567694,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"3M5TPiku2Bqa5kUO","sort":0},{"name":"Луч болезни/Ray of Sickness","type":"spell","system":{"description":{"value":"
\n
Зелёный луч болезнетворной энергии бьет в существо в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 2d8]] урона ядом и должна пройти испытание Выносливости. При провале цель @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлена } до конца вашего следующего хода.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":1,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/light/beam-rays-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20sickness_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.1GF16PsZcVxnOT9C"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485342,"modifiedTime":1705577573154,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"QZKUNGljtl5iRQAD","sort":0},{"name":"Щит/Shield","type":"spell","system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/defensive/shield-barrier-deflect-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.UL7Q0pD3yLBFIHDa"},"dnd5e":{}},"effects":[{"_id":"6pbotGIvqQkraPva","flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":["turnStartSource"],"transfer":false}},"changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Щит","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486149,"modifiedTime":1705577577314,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"X45ET5R8Btzdbc5A","sort":0},{"name":"Тьма/Darkness","type":"spell","system":{"description":{"value":"
\n

Из выбранной вами точки в пределах дистанции исходит магическая тьма, наполняя сферу радиусом 15 футов, пока длится заклинание. @Compendium[laaru-dnd5-hw.sostoyaniya.QaHqDYEkBSnpDwhB]{Тьма} распространяется и за углы. Существо с ночным зрением не может видеть в ней, и никакой немагический свет не может её осветить.

\n

Если начальная точка находится на объекте, который вы держите, или на объекте, который не носят и не держат другие существа, то тьма исходит от этого предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом вроде ведра или шлема, он заблокирует тьму.

\n

Если область действия этого заклинания накладывается на область света, созданного заклинанием 2-го круга или ниже, заклинание, создавшее свет, рассеивается.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/unholy/orb-rays-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Hx7IYrQitdnS8uLm"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479180,"modifiedTime":1705577582371,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"31U0cuHQgoBkbpAv","sort":0},{"name":"Туманный шаг/Misty Step","type":"spell","system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.oL2gzIuR7xZZdMmV"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483879,"modifiedTime":1705577586533,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"XYg69Gc4HmKuD8lx","sort":0},{"name":"Опаляющий луч/Scorching Ray","type":"spell","system":{"description":{"value":"
\n
Вы создаёте три луча пламени и направляете их в цели в пределах дистанции. Вы можете направить их как в одну цель, так и в несколько.
\n
 
\n
Совершите дистанционную атаку заклинанием для каждого луча. При попадании цель получает [[/r 2d6]] урона огнём.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, вы создаете по одному дополнительному лучу за каждый круг ячейки выше 2-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/beam-rays-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scorching%20ray_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.RHxuWlgnwSxN5la0"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485767,"modifiedTime":1705577591318,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"ejG929VzpdcdhWX3","sort":0},{"name":"Оживление мертвецов/Animate Dead","type":"spell","system":{"description":{"value":"
\n
\n
Заклинание создаёт слугу-нежить. Выберите груду костей или труп среднего или небольшого гуманоида в пределах дистанции. Ваше заклинание наделяет покойника нечестивым подобием жизни и превращает его в нежить. Цель становится скелетом, если вы выбрали кости, или зомби, если это был труп (параметры существа есть у мастера).
\n
 
\n
В каждый ваш ход вы можете использовать бонусное действие, чтобы отдать мысленный приказ любому существу, которое вы создали этим заклинанием, если оно в пределах 60 футов от вас. Если вы контролируете несколько существ, можете отдать одинаковый приказ любому их количеству одновременно. Вы можете решить, какое действие совершит существо и куда переместится в свой следующий ход, а можете отдать приказ общего характера, например охранять конкретную комнату или коридор. Если вы не прикажете ничего, то существо будет только защищаться от враждебных существ. Получив приказ, существо следует ему до выполнения задачи.
\n
 
\n
Существо остаётся под вашим контролем 24 часа, после чего перестаёт подчиняться вашим приказам. Чтобы сохранить контроль над существом ещё на 24 часа, вам надо снова сотворить на него это заклинание, пока нынешние 24 часа не истекли. Подобное применение заклинания позволяет вам сохранить контроль над четырьмя или менее существами, которых вы оживили этим заклинанием, вместо того, чтобы оживлять новое.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете оживить или продлить контроль над двумя дополнительными существами-нежитью за каждый круг ячейки выше 3-го. Каждое из этих существ должно быть создано из отдельного трупа или груды костей.
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"object","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/skeleton-skull-soul-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"animate%20dead_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Zgg4AT3vXYI5l24w"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760476932,"modifiedTime":1705577597292,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"d8lA3kVEGhcneIGF","sort":0},{"name":"Огненный шар/Fireball","type":"spell","system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
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Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

Animated Dead.

Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.

While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.

Obedient Servants.

Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.

A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.

Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.

Habitual Behaviors.

Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.

When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.

Undead Nature.

A skeleton doesn't require air, food, drink, or sleep.

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Фанатик является заклинателем 4-го уровня. Его базовой характеристикой является Мудрость (Сл спасброска от заклинания 11, +3 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания жреца:

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","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/dagger.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"dagger_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_1enkwcwbvf5","path":"Оружие#/CF_SEP/Простое#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.txjsB2KlE72Od2F8"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491758733,"modifiedTime":1695402817911,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"9UmQnImxpqU5DeMu","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"name":"Темная преданность/Dark Devotion","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от очарования и испуга.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/silhouette-hold-change-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"dark%20devotion_cultist_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.FQ8YLRGboH5S7U3q"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376903539,"modifiedTime":1695402856071,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"m8hGI1eJwxq7zC0l","sort":800000},{"name":"Кожаный доспех/Leather Armor","type":"equipment","system":{"description":{"value":"

Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":10,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"light","baseItem":"leather"},"container":null,"properties":[]},"img":"https://static.kdiva.ru/foundry-main/icons/items/leather-armor.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDesc":{"value":true},"quickFooter":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_kn622m5gor","path":"Доспехи#/CF_SEP/Легкие","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.ANPh6rgtdnK8Jx8R"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491884491,"modifiedTime":1695402872225,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"1LL9HxsMZXjc695k","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"_id":"2y94uFqsEKzYdVOq","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"},"dnd5e":{}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
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Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402968637,"modifiedTime":1695402968637,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gMLpuP3L6UmnV4gs","name":"Священное пламя / Sacred flame","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-sacred-flame.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.mktyke6cHgfjC2Ch"},"dnd5e":{}},"system":{"description":{"value":"
\n

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402969408,"modifiedTime":1695402969408,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VjaXZ9TaXMEolnUf","name":"Тавматургия / Thaumaturgy","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.TfHTlYOXsZ38Eg0d"},"dnd5e":{}},"system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402970377,"modifiedTime":1695402970377,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cyyNJPSYvMVhdmLL","name":"Нанесение ран / Inflict wounds","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-inflict-wounds.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"inflict%20wounds_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.altdeIzRmyqfYgJR"},"dnd5e":{}},"system":{"description":{"value":"
\n
\n

Совершите атаку заклинание в ближнем бою по существу в пределах зоны досягаемости. При попадании цель получает [[/r 3d10]] некротического урона.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 1-го.

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\n
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\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402972523,"modifiedTime":1695402972523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uDogmXLZr1L57qHI","name":"Приказ / Command","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.k6uRUXjfFHVDKlkP"},"dnd5e":{}},"system":{"description":{"value":"
\n
\n

ВЫ отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

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Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

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Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

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\n
\n
Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

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Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

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\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

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\n
\n
Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

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\n
\n
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\n

Мерцающее поле окутывает выбранное вами существо в пределах дистанции и даёт ему бонус +2 к КБ, пока длится заклинание.

\n
 
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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"пергамент с цитатой из священного текста","consumed":false,"cost":null,"supply":null},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974153,"modifiedTime":1695402974153,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9KztsuRYk3x8S4gm","name":"Призрачное оружие / Spiritual weapon","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-spiritual-weapon.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.HDdcyUEuUejBmr4b"},"dnd5e":{}},"system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
\n

В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

\n

Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(floor((@item.level) / 2))d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974952,"modifiedTime":1695402974952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CrUTRgX9ch6tQbS","name":"Паралич гуманоида / Hold person","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-hold-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hVtpA65yDM3w760t"},"dnd5e":{}},"system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

\n
 
\n
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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Капитан совершает три рукопашные атаки: две скимитаром и одну кинжалом. Вместо этого капитан может совершить две дальнобойные атаки кинжалами.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_bandit%20captain_mm_mm"}},"effects":[],"_id":"Ztas56ywVyOfrwFw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889327,"modifiedTime":1705700872747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"55ZbRuLKz4ijYggj","name":"Парирование/Parry","type":"feat","system":{"description":{"value":"

Капитан добавляет 2 к КД против одной рукопашной атаки, которая должна попасть по нему. Для этого капитан должен видеть атакующего, и должен использовать рукопашное оружие.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/swords/swords-short.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"MM","hash":"parry_bandit%20captain_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889327,"modifiedTime":1705700891867,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Скимитар/Scimitar","type":"weapon","system":{"description":{"value":"
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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.
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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

","public":""},"alignment":"chaotic evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":""},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":2,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Жнец Баала","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/reaper-of-bhaal.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"sight":{"enabled":true,"range":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"core":{"occlusionRadius":null}},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Жнец совершает две атаки кинжалом и использует Окутывание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"c4xmoScV2J9MIyLL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576627677,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Окутывание/Shroud Self","type":"feat","system":{"description":{"value":"

Жнец волшебным образом становится @Compendium[sc-common.sc-common.v41S6MnnRCbxjE3h]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"shroud%20self_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"E5GKAKcAoicCxK4w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576651237,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой жнеца является Харизма (Сл спасброска от заклинания 13). Жнец может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"tzp2Y3BnwHQmGSyg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007366,"modifiedTime":1705576701280,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кинжал/Dagger","type":"weapon","system":{"description":{"value":"
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"},"source":{"custom":"PHB"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"img":"modules/sc-items/icons/dagger.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"dagger_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.QpIFcRXcKICjUIAN"}},"effects":[],"_id":"XR6HQXXtwXSCQLbe","_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1697455482105,"modifiedTime":1705576603697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":54400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"name":"Приворот гуманоида/Charm Person","type":"spell","system":{"description":{"value":"
\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mBJqjh6CYGvk6tjb"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477971,"modifiedTime":1705576741659,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"E3xnnzhBTvYpOVFj","sort":0},{"name":"Изменение облика/Disguise Self","type":"spell","system":{"description":{"value":"
\n

Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

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Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

\n

Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

\n

Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

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Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.

In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses @spell[revivify] and @spell[raise dead] spells to bring them back to life as soon as possible.

If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.

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Arkhan makes three weapon attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 16 ([[/r 1d8 + 12]]) slashing damage, or 17 ([[/r 1d10 + 12]]) slashing damage when used with two hands, plus 9 ([[/r 2d8]]) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 ([[/r 2d8]]) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, plus 4 piercing damage and 9 ([[/r 2d8]]) cold damage if the javelin was used to make a melee attack.

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Ranged Weapon Attack: [[/r 1d20+10]]{+10} to hit, range 30/120 ft., one target. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, plus 4 piercing damage and 9 ([[/r 2d8]]) cold damage if the javelin was used to make a melee attack.

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While Arkhan isn't @condition[incapacitated], he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type.

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The @item[Hand of Vecna] has 8 charges and regains [[/r 1d4 + 4]] expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): @spell[finger of death] (5 charges), @spell[sleep] (1 charge), @spell[slow] (2 charges), and @spell[teleport] (3 charges).

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Arkhan wields @item[Fane-Eater|bgdia] and wears a suit of @item[Obsidian Flint Dragon Plate|bgdia]. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on him.

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You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on yourself.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":65,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"proficient":1,"unidentified":{"description":""},"type":{"value":"heavy","baseItem":"plate"},"container":null,"properties":["stealthDisadvantage"]},"img":"icons/equipment/chest/breastplate-layered-gilded-black.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"obsidian%20flint%20dragon%20plate_bgdia"},"dnd5e":{}},"effects":[],"_id":"S6Vzt0szSG1O293o","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868402392,"modifiedTime":1705868402392,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shield","type":"equipment","system":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @condition[charmed] by you for the duration. While the creature is @condition[charmed] by you, it takes [[/r 5d10]] psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A @spell[remove curse], @spell[greater restoration], or @spell[wish] spell also ends it.

At Higher Levels.

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a @creature[skeleton] if you chose bones or a @creature[zombie] if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra [[/r 2d6]] radiant damage to the target, which becomes visible if it's @condition[invisible], and the target sheds dim light in a 5-foot radius and can't become @condition[invisible] until the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by [[/r 1d6]] for each slot level above 2nd.

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You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

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Innate Spellcasting.

Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:

  • 3/day each: @UUID[Actor.ddXrS1QPzhHKwsZL.Item.sXMVcDoJlsd1erIl], @UUID[Actor.ddXrS1QPzhHKwsZL.Item.5krcKpDODoi4w32I] (at 4th level), @UUID[Actor.ddXrS1QPzhHKwsZL.Item.ATlvnkj9y6BQsX6Z]

  • 1/day each: @UUID[Actor.ddXrS1QPzhHKwsZL.Item.TnN302Mc3sjrVppH], @UUID[Actor.ddXrS1QPzhHKwsZL.Item.6X6vV81j7eltkrtd]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_arkhan%20the%20cruel_bgdia_bgdia"}},"effects":[],"_id":"K5T8i7dDDLMComjO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868402598,"modifiedTime":1705868402598,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[{"icon":"modules/plutonium/media/icon/mighty-force.svg","changes":[{"key":"system.attributes.ac.bonus","value":"1","mode":2,"priority":7}],"disabled":false,"duration":{"startTime":1692144127,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"origin":null,"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"otherAcBonus"}},"name":"Other AC Bonus","_id":"o4nOtsfXd68NqS12","description":"","statuses":[]}],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868402015,"modifiedTime":1710166941990,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Bel","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"bel_bgdia"}},"_id":"5KyObh1yl1LuyA2z","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Bel.webp","system":{"abilities":{"str":{"value":28,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":26,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":26,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":364,"max":364,"temp":0,"tempmax":0,"formula":"27d10 + 216"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":60,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"

From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.

Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.

","public":""},"alignment":"lawful evil","race":null,"type":{"value":"fiend","subtype":"devil","swarm":"","custom":""},"environment":"","cr":25,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"lg","di":{"value":["fire","poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","bludgeoning","piercing","slashing"],"bypasses":["mgc","sil"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["common","infernal"],"custom":"telepathy 120 ft."},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Bel","displayName":20,"actorLink":true,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Bel.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

Bel makes three attacks: two with his greatsword and one with his tail.

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Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 10 ft., one target. Hit: 23 ([[/r 4d6 + 9]]) slashing damage plus 21 ([[/r 6d6]]) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"7","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6 + @mod","slashing"],["6d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["hvy","two","mgc"],"proficient":0,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"greatsword"},"container":null},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"greatsword_bel_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"J3vEa0QHPtnTF5CU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 10 ft., one target. Hit: 25 ([[/r 3d10 + 9]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be @condition[stunned] until the end of its next turn.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"7","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":23,"scaling":"int"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":0,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"tail_bel_bgdia_bgdia"}},"effects":[],"_id":"8aNcg39oEAnvL6Ss","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rhojKHBxbBRWz0ol","name":"Fear Aura","type":"feat","system":{"description":{"value":"

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is @condition[incapacitated]. Unless the save succeeds, the creature is @condition[frightened] until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":23,"scaling":"int"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/fear-fright-monster-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"fear%20aura_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sSHqcU58wnz37IJg","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If Bel fails a saving throw, he can choose to succeed instead.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"special","cost":null,"condition":"If Bel fails a saving throw, he can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legres.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"legendary%20resistance%20(3%2fday)_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KqmO07Q7fNlb4Cbj","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Bel has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"au8NbKCheaO43qx9","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Bel's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sIGVZrCSSadKpwo9","name":"Fireball","type":"feat","system":{"description":{"value":"

Bel casts @spell[fireball].

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"fireball_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pXyarOCospav1cjF","name":"Tactical Edge","type":"feat","system":{"description":{"value":"

Roll a [[/r d6]] for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/shield/heater-steel-sword-yellow-black.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"tactical%20edge_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KKOwGkPTjIIwd99t","name":"Summon Ice Devil","type":"feat","system":{"description":{"value":"

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":3,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/strike-ice-blade-fang.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"summon%20ice%20devil_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
Bel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bel regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.sIGVZrCSSadKpwo9]{Fireball}
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.pXyarOCospav1cjF]{Tactical Edge}
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.KKOwGkPTjIIwd99t]{Summon Ice Devil}
\n\t\t
","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"mqUzssCglcVYhfZ0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Imprisonment","type":"spell","system":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial.

The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining.

Heavy chains, firmly rooted in the ground, hold the target in place. The target is @condition[restrained] until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison.

The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment.

The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber.

The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell.

During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A @spell[dispel magic] spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"perm"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":9,"school":"abj","materials":{"value":"a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/control/encase-creature-spider-hold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"imprisonment_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"FxCmNHirY4xg7DHx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403160,"modifiedTime":1705868403160,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Meteor Swarm","type":"spell","system":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes [[/r 20d6]] fire damage and [[/r 20d6]] bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

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Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/sundries/misc/pet-collar-spiked-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20monster_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"a2PMGSKnJpP1DLJf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403232,"modifiedTime":1705868403232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"KIuJncgea0bn82zc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403258,"modifiedTime":1705868403258,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mislead","type":"spell","system":{"description":{"value":"

You become @condition[invisible] at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are @condition[blinded] and @condition[deafened] in regard to your own surroundings.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic","concentration"]},"img":"icons/magic/death/mouth-bite-fangs-vampire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mislead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"toS3C2LhmrPbhxCL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403284,"modifiedTime":1705868403284,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Raise Dead","type":"spell","system":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"nec","materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"IzXfR3oD0Qwy6Jzt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403308,"modifiedTime":1705868403308,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"8sfsGTeXHmd9AJ0S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403336,"modifiedTime":1705868403336,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Fire","type":"spell","system":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes [[/r 5d8]] fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals [[/r 5d8]] fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"JK4GL1hpu2G589hf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403407,"modifiedTime":1705868403407,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fireball","type":"spell","system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":3,"school":"evo","materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"296hvDJM8PFqWWqs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403435,"modifiedTime":1705868403435,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.5KyObh1yl1LuyA2z.Item.JK4GL1hpu2G589hf], @UUID[Actor.5KyObh1yl1LuyA2z.Item.296hvDJM8PFqWWqs]

  • 3/day each: @UUID[Actor.5KyObh1yl1LuyA2z.Item.XqhC06AXrHpjBwjo], @UUID[Actor.5KyObh1yl1LuyA2z.Item.a2PMGSKnJpP1DLJf], @UUID[Actor.5KyObh1yl1LuyA2z.Item.KIuJncgea0bn82zc], @UUID[Actor.5KyObh1yl1LuyA2z.Item.toS3C2LhmrPbhxCL], @UUID[Actor.5KyObh1yl1LuyA2z.Item.IzXfR3oD0Qwy6Jzt], @UUID[Actor.5KyObh1yl1LuyA2z.Item.8sfsGTeXHmd9AJ0S], @UUID[Actor.5KyObh1yl1LuyA2z.Item.MiFqK3rXP7SWv7fI]

  • 1/day each: @UUID[Actor.5KyObh1yl1LuyA2z.Item.FxCmNHirY4xg7DHx], @UUID[Actor.5KyObh1yl1LuyA2z.Item.6c9XxkN3zpMIcfNp]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_bel_bgdia_bgdia"}},"effects":[],"_id":"mBiKBFQtiedHxv1r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403460,"modifiedTime":1705868403460,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868402722,"modifiedTime":1710166942070,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Bitter Breath","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"bitter%20breath_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"c2CRlGWlnsr1ryoR","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/057-u4jqy-03-09.webp","system":{"abilities":{"str":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":178,"max":178,"temp":null,"tempmax":null,"formula":"17d10 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Burney uses one of the following breath weapons: @UUID[Actor.uzVrNQarrzDFr1Dk.Item.xk1LEWQbB4acU8RB]{Acid Breath} or @UUID[Actor.uzVrNQarrzDFr1Dk.Item.QoBZmtBzZAYinVAf]{Slowing Breath}

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Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 ([[/r 14d8]]) acid damage on a failed save, or half as much damage on a successful one.

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Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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 creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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Burney 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 (Burney's choice).

In a new form, Burney retains its alignment, hit points, 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.

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If Burney fails a saving throw, it can choose to succeed instead.

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Burney has the benefits of the @feat[healer] feat as well as proficiency with both the @item[healer's kit|phb] and the @item[herbalism kit|phb].

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Burney has received several blessings in her service to Bahamut:

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Burney makes a Wisdom (@skill[Perception]) check.

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Burney makes a tail attack.

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Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6 + 8]]) bludgeoning damage and be knocked @condition[prone]. Burney can then fly up to half its flying speed.

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Burney can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Burney regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.NU6NEJAjo1axZ531]{Detect}
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.Vf7oHRDGQzMaMpJB]{Tail Attack}
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.flOtai9Wx42nmryY]{Wing Attack}
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Crokek'toeck opens its mouth and disgorges [[/r 1d4]] @creature[barlgura||barlguras], [[/r 3d6]] @creature[gnoll||gnolls] led by 1 @creature[gnoll fang of Yeenoghu], [[/r 6d6]] @creature[dretch||dretches], or [[/r 1d3]] @creature[vrock||vrocks]. Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space.

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Crokek'toeck can breathe air and water.

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Crokek'toeck has advantage on saving throws against spells and other magical effects.

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Crokek'toeck's weapon attacks are magical.

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Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

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Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 10 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"lOXx8uQf7Q8aqN5s","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409714,"modifiedTime":1705868409714,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"a5OiBJIRD9O4tQWB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409738,"modifiedTime":1705868409738,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"6s0QmLnd8KXNjQpP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409762,"modifiedTime":1705868409762,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"QCCoqkxeELt7RLwj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409790,"modifiedTime":1705868409790,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shield","type":"spell","system":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from @spell[magic missile].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/defensive/shield-barrier-deflect-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"6pbotGIvqQkraPva","flags":{"plutonium":{"dedupeId":"shield"}},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/defensive/shield-barrier-deflect-teal.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Shield","description":"","statuses":[]}],"_id":"3gJF3TY4dMWlLr4d","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409816,"modifiedTime":1705868409816,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"bhZV9mCH0P2IPDO8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409840,"modifiedTime":1705868409840,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Suggestion","type":"spell","system":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"enc","materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/nature/elemental-plant-humanoid.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"GUYvubjoEQLQICcC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409862,"modifiedTime":1705868409862,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"AUteA9eG25NO48CQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409883,"modifiedTime":1705868409883,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fireball","type":"spell","system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Uda7dn4ZXKV1f479","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409911,"modifiedTime":1705868409911,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"mdF6xFwUCn3sNnHf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409939,"modifiedTime":1705868409939,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Greater Invisibility","type":"spell","system":{"description":{"value":"

You or a creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person.

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A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes [[/r 2d8]] bludgeoning damage and [[/r 4d6]] cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by [[/r 1d8]] for each slot level above 4th.

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A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"oaGaL6nzyutKE9sH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410036,"modifiedTime":1705868410036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). Elliach has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.LexJpVdjG2LcBDc8.Item.e7RyZQkgmjLxuWtp], @UUID[Actor.LexJpVdjG2LcBDc8.Item.Fi6RvEDOSsOFmvuS], @UUID[Actor.LexJpVdjG2LcBDc8.Item.BePw0f9lQGeqUJR6], @UUID[Actor.LexJpVdjG2LcBDc8.Item.lOXx8uQf7Q8aqN5s]

  • 1st level (4 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.a5OiBJIRD9O4tQWB], @UUID[Actor.LexJpVdjG2LcBDc8.Item.6s0QmLnd8KXNjQpP], @UUID[Actor.LexJpVdjG2LcBDc8.Item.QCCoqkxeELt7RLwj], @UUID[Actor.LexJpVdjG2LcBDc8.Item.3gJF3TY4dMWlLr4d]

  • 2nd level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.bhZV9mCH0P2IPDO8], @UUID[Actor.LexJpVdjG2LcBDc8.Item.GUYvubjoEQLQICcC]

  • 3rd level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.AUteA9eG25NO48CQ], @UUID[Actor.LexJpVdjG2LcBDc8.Item.Uda7dn4ZXKV1f479], @UUID[Actor.LexJpVdjG2LcBDc8.Item.mdF6xFwUCn3sNnHf]

  • 4th level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.ntrrMSFwNmgzUkQK], @UUID[Actor.LexJpVdjG2LcBDc8.Item.hFTeFhy361VQwyJB]

  • 5th level (1 slot): @UUID[Actor.LexJpVdjG2LcBDc8.Item.oaGaL6nzyutKE9sH]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_elliach_bgdia_bgdia"}},"effects":[],"_id":"B1tsnUhpfYdhfMKa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410061,"modifiedTime":1705868410061,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868409429,"modifiedTime":1710166942157,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Feonor","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"feonor_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"LnT61AnAJOmvP6N9","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/058-gyhxw-03-10.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":99,"max":99,"temp":null,"tempmax":null,"formula":"18d8 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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":1,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"name":"Dagger (Melee)","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"dagger%20(melee)_feonor_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"aQmvSTcGxAooaOee","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":1,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"name":"Dagger (Ranged)","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"dagger%20(ranged)_feonor_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"6mq6ikfSpafd2zRr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"iVUnVcH2HNLLzcZL","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Feonor has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_feonor_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Bolt","type":"spell","system":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-bolt-zigzag-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"X8v8LbpghENPPuyl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410529,"modifiedTime":1705868410529,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Light","type":"spell","system":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/sundries/scrolls/scroll-bound-blue-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"identify_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"6E3p83ajF8cKKovU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410636,"modifiedTime":1705868410636,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"om6xpTMMclD6Y2Fo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410660,"modifiedTime":1705868410660,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"9lZqUwAxwxGD9646","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410682,"modifiedTime":1705868410682,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"div","materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2y3LTPJVWyg1GqIf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410703,"modifiedTime":1705868410703,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"AEeX3jQq1mZBONkP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410725,"modifiedTime":1705868410725,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"4xpWrb63Wo2aQAVG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410746,"modifiedTime":1705868410746,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"pLcTQ4ignEowoZDp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410773,"modifiedTime":1705868410773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"meowZ3iDajxNiav5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410797,"modifiedTime":1705868410797,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Bolt","type":"spell","system":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"5GoFRIVx7APTk2kv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410822,"modifiedTime":1705868410822,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

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This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"KDfRYHXtc7DZOPDQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411003,"modifiedTime":1705868411003,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Beeh7kviI6xCZbUk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411035,"modifiedTime":1705868411035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"tIx6pzbsUqtHbtCs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411070,"modifiedTime":1705868411070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"FadQDTjRr5du28Mg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411133,"modifiedTime":1705868411133,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"qFACnE0A8DA2uh6J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411164,"modifiedTime":1705868411164,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"MOUAgpURnR07slSb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411217,"modifiedTime":1705868411217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mind Blank","type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":8,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2YvJ3tfOZDLmdXAP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411262,"modifiedTime":1705868411262,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Time Stop","type":"spell","system":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fmKTE2lh58hZ2rA4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411303,"modifiedTime":1705868411303,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Disguise Self","type":"spell","system":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"JJQil6s3AOM8jMLp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411454,"modifiedTime":1705868411454,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"spell","system":{"description":{"value":"

A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"u69suoVhg7UqVzo0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411499,"modifiedTime":1705868411499,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Feonor can cast @UUID[Actor.LnT61AnAJOmvP6N9.Item.JJQil6s3AOM8jMLp] and @UUID[Actor.LnT61AnAJOmvP6N9.Item.u69suoVhg7UqVzo0] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.LnT61AnAJOmvP6N9.Item.X8v8LbpghENPPuyl], @UUID[Actor.LnT61AnAJOmvP6N9.Item.nEQWDI5RP4IiG73N], @UUID[Actor.LnT61AnAJOmvP6N9.Item.Xj7yI6BCyYDPptNV], @UUID[Actor.LnT61AnAJOmvP6N9.Item.42meswcexWAF6mQ8], @UUID[Actor.LnT61AnAJOmvP6N9.Item.JVn1XiA0TbUgZ37G]

  • 1st level (4 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.v96gJVu75yK8Kxsj], @UUID[Actor.LnT61AnAJOmvP6N9.Item.6E3p83ajF8cKKovU], @UUID[Actor.LnT61AnAJOmvP6N9.Item.om6xpTMMclD6Y2Fo]*, @UUID[Actor.LnT61AnAJOmvP6N9.Item.9lZqUwAxwxGD9646]

  • 2nd level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.2y3LTPJVWyg1GqIf], @UUID[Actor.LnT61AnAJOmvP6N9.Item.AEeX3jQq1mZBONkP], @UUID[Actor.LnT61AnAJOmvP6N9.Item.4xpWrb63Wo2aQAVG]

  • 3rd level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.pLcTQ4ignEowoZDp], @UUID[Actor.LnT61AnAJOmvP6N9.Item.meowZ3iDajxNiav5], @UUID[Actor.LnT61AnAJOmvP6N9.Item.5GoFRIVx7APTk2kv]

  • 4th level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.rpf1Fdy9dcR1flqm], @UUID[Actor.LnT61AnAJOmvP6N9.Item.nbiiypaTJTH5fQ0m], @UUID[Actor.LnT61AnAJOmvP6N9.Item.KDfRYHXtc7DZOPDQ]*

  • 5th level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.Beeh7kviI6xCZbUk], @UUID[Actor.LnT61AnAJOmvP6N9.Item.tIx6pzbsUqtHbtCs], @UUID[Actor.LnT61AnAJOmvP6N9.Item.FadQDTjRr5du28Mg]

  • 6th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.qFACnE0A8DA2uh6J]

  • 7th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.MOUAgpURnR07slSb]

  • 8th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.2YvJ3tfOZDLmdXAP]*

  • 9th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.fmKTE2lh58hZ2rA4]

*Feonor casts these spells on itself before combat.

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Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.

Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.

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Gideon attacks twice with his fists.

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Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.

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The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.

Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss.

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Kostchtchie makes two melee attacks, only one of which can be a bite attack.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"Xw5h2CLljAMUQysH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+18]]{+18} to hit, reach 5 ft., one creature. Hit: 13 ([[/r 1d6 + 10]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Bite","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"bite_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"pXXZOd4yR4QMav7B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+18]]{+18} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d8 + 10]]) bludgeoning damage, or 21 ([[/r 2d10 + 10]]) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 ([[/r 3d6]]) cold damage to each creature within 30 feet of it.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":2,"price":{"value":0,"denomination":"gp"},"attunement":2,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"],["3d6","cold"]],"versatile":"2d10 + @mod"},"formula":"","save":{"ability":"","dc":0,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["ver","mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"warhammer"},"container":null},"name":"Matalotok (Warhammer)","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Matalotok.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"matalotok%20(warhammer)_kostchtchie_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"MDmlLrKabQH4kEWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bgaDzk7p61sDu5a3","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If Kostchtchie fails a saving throw, he can choose to succeed instead.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"special","cost":null,"condition":"If Kostchtchie fails a saving throw, he can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legres.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"legendary%20resistance%20(3%2fday)_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nLmn888g6UQ04Lgm","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Kostchtchie has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"COp2MnxEucfMJ2yT","name":"Attack","type":"feat","system":{"description":{"value":"

Kostchtchie makes one melee weapon attack.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"attack_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"HqVxdQEw7BJsFwTh","name":"Charge","type":"feat","system":{"description":{"value":"

Kostchtchie moves up to his speed.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-red-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"charge_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6paoxVOGh1VRX9mX","name":"Curse","type":"feat","system":{"description":{"value":"

Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/energy-stream-link-spiral-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"curse_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.COp2MnxEucfMJ2yT]{Attack}
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.HqVxdQEw7BJsFwTh]{Charge}
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.6paoxVOGh1VRX9mX]{Curse}
\n\t\t
","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"6WJoA5fDNALAeFzM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Evil and Good","type":"spell","system":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment.

As your action, you touch a creature you can reach that is @condition[charmed], @condition[frightened], or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer @condition[charmed], @condition[frightened], or possessed by such creatures.

Dismissal.

As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":5,"school":"abj","materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fOOMoiZjjQt2C4y7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412998,"modifiedTime":1705868412998,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Gate","type":"spell","system":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":9,"school":"con","materials":{"value":"a diamond worth at least 5,000 gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-explosion-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"gate_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"qvBCrvxZN4DjvBKV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413018,"modifiedTime":1705868413018,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Harm","type":"spell","system":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes [[/r 14d6]] necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":6,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/weapons/daggers/knife-kitchen-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"harm_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"9TGhf9fC70VvP40R","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413036,"modifiedTime":1705868413036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Telekinesis","type":"spell","system":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature.

You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is @condition[restrained] in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object.

You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

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This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

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You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the @action[Dash] action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is @condition[incapacitated] and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

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You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach.

The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop.

The target drops whatever it is holding and then ends its turn.

Flee.

The target spends its turn moving away from you by the fastest available means.

Grovel.

The target falls @condition[prone] and then ends its turn.

Halt.

The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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Innate Spellcasting.

Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.9TOGBP3U11EjsHLZ], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.rJ6PpnS31TzOBHdL]

  • 1/day each: @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.fOOMoiZjjQt2C4y7], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.qvBCrvxZN4DjvBKV], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.9TGhf9fC70VvP40R], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.oFtT0VI0XrAGmsvP], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.U7pe1LD9d4yfMozP], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.u32RQvzEc0ch9Y7n]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"MgORuoAYCtHwhuP9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413177,"modifiedTime":1705868413177,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868412686,"modifiedTime":1710166942320,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Krull","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"krull_bgdia"}},"_id":"ihdxnlCszIvfBPaJ","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Krull.webp","system":{"abilities":{"str":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":117,"max":117,"temp":0,"tempmax":0,"formula":"18d8 + 36"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"lawful 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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d4 + 5]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claws_krull_bgdia_bgdia"}},"effects":[],"_id":"CWpZga2WfQGUPXV8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) bludgeoning damage plus 9 ([[/r 2d8]]) necrotic damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":10,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + 6","bludgeoning"],["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["hvy","two","mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"maul"},"container":null},"name":"+1 Maul","type":"weapon","img":"icons/weapons/hammers/hammer-simple-iron.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"%2b1%20maul_krull_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"LJdZibwsZWesqjTS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shell Defense","type":"feat","system":{"description":{"value":"

Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is @condition[prone], his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/shell-ridged-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"shell%20defense_krull_bgdia_bgdia"}},"effects":[],"_id":"UKuX2IVcaUCcj7lv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XrHA6D3jMR4kea6m","name":"Hold Breath","type":"feat","system":{"description":{"value":"

Krull can hold his breath for 1 hour.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/pearl-turquoise.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"hold%20breath_krull_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"AkRaVtB9Af3p9k0V","name":"Inescapable Destruction","type":"feat","system":{"description":{"value":"

Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/death/skull-horned-worn-fire-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"inescapable%20destruction_krull_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Chill Touch","type":"spell","system":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes [[/r 1d8]] necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/lightning/claws-unarmed-strike-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"chill%20touch_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"UL3wSslWQx2sX6dx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413532,"modifiedTime":1705868413532,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mending","type":"spell","system":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

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You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take [[/r 1d8]] radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

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You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"4tMGHyvIXurMayNf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413719,"modifiedTime":1705868413719,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"False Life","type":"spell","system":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain [[/r 1d4 + 4]] temporary hit points for the duration.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

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Make a melee spell attack against a creature you can reach. On a hit, the target takes [[/r 3d10]] necrotic damage.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

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A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 2d8]] poison damage and must make a Constitution saving throw. On a failed save, it is also @condition[poisoned] until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @condition[blinded] or @condition[deafened] (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as @spell[raise dead].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"nec","materials":{"value":"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/magic/life/heart-area-circle-red-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"gentle%20repose_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"37v6tMCgsQWBBB0L","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413856,"modifiedTime":1705868413856,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hold Person","type":"spell","system":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":2,"school":"enc","materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"70ZzQd5Gd2Z6mHDq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413881,"modifiedTime":1705868413881,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ray of Enfeeblement","type":"spell","system":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":2,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/magical/humanoid-silhouette-glowing-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20enfeeblement_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fllRSwyl1Igb4fUT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413910,"modifiedTime":1705868413910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spiritual Weapon","type":"spell","system":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to [[/r 1d8]] + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [[/r 1d8]] for every two slot levels above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(floor((@item.level) / 2))d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"DLeSkfQnLA4Bnrkc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413938,"modifiedTime":1705868413938,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Animate Dead","type":"spell","system":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a @creature[skeleton] if you chose bones or a @creature[zombie] if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"object","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/skeleton-skull-soul-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"animate%20dead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"vIT1hYgmvPHnHS1C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413964,"modifiedTime":1705868413964,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Circle","type":"spell","system":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":3,"school":"abj","materials":{"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/symbols/star-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20circle_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"qKgDcYHt7n96DPLT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413992,"modifiedTime":1705868413992,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Speak with Dead","type":"spell","system":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/undead-ghost-scream-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"speak%20with%20dead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"yxlEldPB5UmVJWzN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414022,"modifiedTime":1705868414022,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spirit Guardians","type":"spell","system":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes [[/r 3d8]] radiant damage (if you are good or neutral) or [[/r 3d8]] necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d8]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":3,"school":"con","materials":{"value":"a holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/fire/barrier-wall-flame-ring-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spirit%20guardians_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"PtGnn14h4z2UxeTQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414052,"modifiedTime":1705868414052,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Vampiric Touch","type":"spell","system":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes [[/r 3d6]] necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/abilities/fangs-teeth-bite.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"vampiric%20touch_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"xFgzlQ7jpBPndfix","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414080,"modifiedTime":1705868414080,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":4,"school":"abj","materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"a2uHvFEwYIgoH9Qj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414113,"modifiedTime":1705868414113,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blight","type":"spell","system":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes [[/r 8d8]] necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":4,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/commodities/treasure/mask-bone-white.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"blight_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"H6WJkJMtaSQOHf2q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414154,"modifiedTime":1705868414154,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Death Ward","type":"spell","system":{"description":{"value":"

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/ankh-shadow-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"death%20ward_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"IYR3emHOGAG5MFZz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414191,"modifiedTime":1705868414191,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Divination","type":"spell","system":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative [[/r 1d100]]{25 percent} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"div","materials":{"value":"incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/commodities/treasure/gem-framed-spiral-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"divination_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2WweXCHifc1cJnjV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414230,"modifiedTime":1705868414230,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Locate Creature","type":"spell","system":{"description":{"value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a @creature[unicorn]), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a @spell[polymorph] spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"div","materials":{"value":"a bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/birds/corvid-watchful-glowing-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"locate%20creature_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"979k50x4qFTGzAFU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414269,"modifiedTime":1705868414269,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Antilife Shell","type":"spell","system":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/earth/projectile-stone-boulder-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"antilife%20shell_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2wCuuxlao24JL6M9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414307,"modifiedTime":1705868414307,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cloudkill","type":"spell","system":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes [[/r 5d8]] poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":5,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/slimes/slime-movement-swirling-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cloudkill_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"tYSEf64ZG3408qmV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414340,"modifiedTime":1705868414340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Contagion","type":"spell","system":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is @condition[poisoned].

At the end of each of the @condition[poisoned] target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer @condition[poisoned], and the spell ends. If the target fails three of these saves, the target is no longer @condition[poisoned], but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness.

Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is @condition[blinded].

Filth Fever.

A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot.

The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire.

The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the @spell[confusion] spell during combat.

Seizure.

The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom.

The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is @condition[stunned] until the end of its next turn.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"7","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":5,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/acid/dissolve-arm-flesh.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"contagion_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"QYwBeX2cxIrEBwOz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414380,"modifiedTime":1705868414380,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Greater Restoration","type":"spell","system":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's @condition[exhaustion] level by one, or end one of the following effects on the target:

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"abj","materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"tSn8ydPmzze06kNE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414428,"modifiedTime":1705868414428,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Create Undead","type":"spell","system":{"description":{"value":"

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a @creature[ghoul] under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels.

When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four @creature[ghoul||ghouls]. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five @creature[ghoul||ghouls] or two @creature[ghast||ghasts] or @creature[wight||wights]. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six @creature[ghoul||ghouls], three @creature[ghast||ghasts] or @creature[wight||wights], or two @creature[mummy||mummies].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"nec","materials":{"value":"one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/undead-skeleton-rags-fire-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"create%20undead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"z3XzZWJLNPQpuv7v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414466,"modifiedTime":1705868414466,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"True Seeing","type":"spell","system":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has @sense[truesight], notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"div","materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"yJncLsyaVngGzxan","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414500,"modifiedTime":1705868414500,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Divine Word","type":"spell","system":{"description":{"value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a @spell[wish] spell.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":7,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/light/beam-rays-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"divine%20word_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"FbOcPysj6Lb6aNj9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414536,"modifiedTime":1705868414536,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regenerate","type":"spell","system":{"description":{"value":"

You touch a creature and stimulate its natural healing ability. The target regains [[/r 4d8 + 15]] hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8 + 15","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":7,"school":"trs","materials":{"value":"a prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/life/crosses-trio-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"regenerate_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"JDs9iTAQbbfmBCG8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414577,"modifiedTime":1705868414577,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, [[/r 1d20+8]]{+8} to hit with spell attacks). He has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.UL3wSslWQx2sX6dx], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.lxJRvxdPfVwjJBlE], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.AdQhqcF8GTVDambp], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.5aR5XaWFAugEr7Wt], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.KXDYuKZqvI4lCuRR], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.quVVvoB0daHk9O93]

  • 1st level (4 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.PMWIw8TGbShF9BVV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.4tMGHyvIXurMayNf], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.DalEpkIAs8hUXkMC], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.5NhMk3QcAnwHNDgn], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.BosBvM61oG6XoYZN]

  • 2nd level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.CcCbD17kAwHxB4LI], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.37v6tMCgsQWBBB0L], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.70ZzQd5Gd2Z6mHDq], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.fllRSwyl1Igb4fUT], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.DLeSkfQnLA4Bnrkc]

  • 3rd level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.vIT1hYgmvPHnHS1C], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.qKgDcYHt7n96DPLT], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.yxlEldPB5UmVJWzN], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.PtGnn14h4z2UxeTQ], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.xFgzlQ7jpBPndfix]

  • 4th level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.a2uHvFEwYIgoH9Qj], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.H6WJkJMtaSQOHf2q], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.IYR3emHOGAG5MFZz], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.2WweXCHifc1cJnjV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.979k50x4qFTGzAFU]

  • 5th level (2 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.2wCuuxlao24JL6M9], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.tYSEf64ZG3408qmV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.QYwBeX2cxIrEBwOz], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.tSn8ydPmzze06kNE]

  • 6th level (1 slot): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.z3XzZWJLNPQpuv7v], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.yJncLsyaVngGzxan]

  • 7th level (1 slot): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.FbOcPysj6Lb6aNj9], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.JDs9iTAQbbfmBCG8]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_krull_bgdia_bgdia"}},"effects":[],"_id":"qPfCSUmZqMfjsOfN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414622,"modifiedTime":1705868414622,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868413280,"modifiedTime":1710166942375,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Lulu","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"lulu_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"QC7thgraZY6Kjjn1","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/101-efblf-05-01.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":36,"max":36,"temp":null,"tempmax":null,"formula":"8d6 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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Tusks","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-canine-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"tusks_lulu_bgdia_bgdia"}},"effects":[],"_id":"hsDMsR9xu0bXReqh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet","type":"feat","system":{"description":{"value":"

Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by Lulu:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/flute-simple-wood.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20(3%2fday)_lulu_bgdia_bgdia"}},"effects":[],"_id":"VwqpjJLMLAdSo3mP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet of Blasting","type":"feat","system":{"description":{"value":"

Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 ([[/r 5d6]]) thunder damage and is @condition[deafened] for 1 minute. On a successful save, a creature takes half as much damage and isn't @condition[deafened]. Nonmagical objects in the cone that aren't being held or worn take 35 ([[/r 10d6]]) thunder damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d6","thunder"],["10d6","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/horn-drinking-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20blasting_lulu_bgdia_bgdia"}},"effects":[],"_id":"FKqI3TbVMDVPyntk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet of Sparkles","type":"feat","system":{"description":{"value":"

Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 ([[/r 4d8 + 4]]) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8 + 4","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/horn-red-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20sparkles_lulu_bgdia_bgdia"}},"effects":[],"_id":"mbkU8qEklNpvBBGP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nc9ifeW1oJktr3B0","name":"Aura of Invulnerability","type":"feat","system":{"description":{"value":"

An @condition[invisible] aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Lulu can use an action to suppress this trait until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell).

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-transparent.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"aura%20of%20invulnerability_lulu_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CgDXAO0tyAtk2YZS","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Lulu's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_lulu_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends @condition[blinded||blindness], @condition[deafened||deafness], and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"nec","materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"V9qd0z10hc3FBGWr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415015,"modifiedTime":1705868415015,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shapechange","type":"spell","system":{"description":{"value":"

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked @condition[unconscious].

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, @sense[darkvision]) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

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This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

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You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a [[/r d4]] and add the number rolled to the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

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Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @condition[charmed], @condition[frightened], or possessed by them. If the target is already @condition[charmed], @condition[frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Innate Spellcasting.

Lulu's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.QC7thgraZY6Kjjn1.Item.UPnlJpSxChkJr3m6]

  • 2/day each: @UUID[Actor.QC7thgraZY6Kjjn1.Item.LDT2cBZbJ3CBZSZL], @UUID[Actor.QC7thgraZY6Kjjn1.Item.aUceIEUTjJPnhcI2], @UUID[Actor.QC7thgraZY6Kjjn1.Item.4ytr8nRutnA6ojNK]

  • 1/day each: @UUID[Actor.QC7thgraZY6Kjjn1.Item.JfOfJeIprOsaKCkB], @UUID[Actor.QC7thgraZY6Kjjn1.Item.hrXKzpWBGwEscq3r], @UUID[Actor.QC7thgraZY6Kjjn1.Item.V9qd0z10hc3FBGWr], @UUID[Actor.QC7thgraZY6Kjjn1.Item.mnkmJk48eda1EgCm] (into a golden-furred @creature[mammoth] with feathered wings and a flying speed of 120 ft.), @UUID[Actor.QC7thgraZY6Kjjn1.Item.nNQir3KqerTDRjQl] (with no chance of error)

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_lulu_bgdia_bgdia"}},"effects":[],"_id":"2RziiFk1ORDN9BVi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415171,"modifiedTime":1705868415171,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868414751,"modifiedTime":1710166942472,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Mad 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45"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"neutral 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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claws (Hag Form Only)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claws%20(hag%20form%20only)_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"EV4MVEuhkES1ncyv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/magical/humanoid-giant-forest-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"change%20shape_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"zkvlQmiTE3MCy2Xb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Etherealness","type":"feat","system":{"description":{"value":"

Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Maggie must have a heartstone in her possession.

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While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A @spell[protection from evil and good] spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ([[/r 1d10]]). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Maggie's soul bag. The reduction to the target's hit point maximum lasts until removed by the @spell[greater restoration] spell or similar magic.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/death/projectile-skull-flaming-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"nightmare%20haunting%20(1%2fday)_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"vgEbBRYHXjXOGPOH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZneJ5xP7KItr4656","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Maggie has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_mad%20maggie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"h2yYN6jOOBnxlrNV","name":"Night Hag Items","type":"feat","system":{"description":{"value":"

A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"modules/plutonium/media/icon/mighty-force.svg","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"night%20hag%20items_mad%20maggie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Plane Shift","type":"spell","system":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

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A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

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This spell sends creatures into a magical slumber. Roll [[/r 5d8]]; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @condition[unconscious] creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls @condition[unconscious] until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being @condition[charmed] aren't affected by this spell.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, roll an additional [[/r 2d8]] for each slot level above 1st.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"HUndBMtKaSnJtVln","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415561,"modifiedTime":1705868415561,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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Innate Spellcasting.

Maggie's innate spellcasting ability is Charisma (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.x4pRYvGSNLTaO8KV.Item.HUndBMtKaSnJtVln], @UUID[Actor.x4pRYvGSNLTaO8KV.Item.3ZD5WZQwNG0VBlqC]

  • 2/day each: @UUID[Actor.x4pRYvGSNLTaO8KV.Item.CBpJrSK2ZmVfafyf] (self only), @UUID[Actor.x4pRYvGSNLTaO8KV.Item.pvAtuAmspWTAstzI], @UUID[Actor.x4pRYvGSNLTaO8KV.Item.qq3BRpLHCYgMaMAM]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"bQMX2ZeIvoZjdVz4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415597,"modifiedTime":1705868415597,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868415267,"modifiedTime":1710166942519,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Mahadi the Rakshasa","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"mahadi%20the%20rakshasa_bgdia"}},"_id":"MIJB3IhqAy4ib1oA","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Mahadi%20the%20Rakshasa.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":195,"max":195,"temp":0,"tempmax":0,"formula":"23d8 + 92"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"

Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron.

In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed.

In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance.

Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem.

Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.

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Mahadi makes four claw attacks.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"kaXyJ40vKeYcrzOI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a @spell[remove curse] spell or similar magic.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claw_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"S3egIKlvZOHSTxCi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Summon Erinyes","type":"feat","system":{"description":{"value":"

Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-evade-silhouette.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"summon%20erinyes%20(1%2fday)_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"5s7zRZHZ2OsD1y1n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"lUuP0eOB92WRUEDz","name":"Limited Magic Immunity","type":"feat","system":{"description":{"value":"

Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/symbols/runes-triangle-magenta.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"limited%20magic%20immunity_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"LL3VtfVwFn7pwkNE","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Mahadi's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":8,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/environment/settlement/stone-gatehouse-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"demiplane_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"S7kZymyUCy3Z8RJ0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415952,"modifiedTime":1705868415952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dominate Person","type":"spell","system":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be @condition[charmed] by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is @condition[charmed], you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels.

When you cast this spell using a 6th-level spell slot, the duration is @status[concentration], up to 10 minutes. When you use a 7th-level spell slot, the duration is @status[concentration], up to 1 hour. When you use a spell slot of 8th level or higher, the duration is @status[concentration], up to 8 hours.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/death/projectile-skull-flaming-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20person_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"qWcW6b4Zq1OS5ZB6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415970,"modifiedTime":1705868415970,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by @spell[dispel magic].

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You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @condition[charmed] by you for the duration. While the creature is @condition[charmed] by you, it takes [[/r 5d10]] psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A @spell[remove curse], @spell[greater restoration], or @spell[wish] spell also ends it.

At Higher Levels.

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"BN2uprPhCsy1NTib","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416043,"modifiedTime":1705868416043,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"True Seeing","type":"spell","system":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has @sense[truesight], notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":6,"school":"div","materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"8oia3d38YRGhpLT2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416064,"modifiedTime":1705868416064,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Charm Person","type":"spell","system":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @condition[charmed] by you until the spell ends or until you or your companions do anything harmful to it. The @condition[charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @condition[charmed] by you.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Kv6hl2zlb9uZUhp6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416083,"modifiedTime":1705868416083,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"9w96xlgxPDE4zf38","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416103,"modifiedTime":1705868416103,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Magic","type":"spell","system":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/nature/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"tZOrg9zmPCRTYD5X","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416124,"modifiedTime":1705868416124,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellish Rebuke","type":"spell","system":{"description":{"value":"

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes [[/r 2d10]] fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"properties":["vocal","somatic"]},"img":"icons/creatures/unholy/demon-fire-horned-mask.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hellish%20rebuke_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"wgCp4XNWpSS90hWK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416145,"modifiedTime":1705868416145,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"spell","system":{"description":{"value":"

A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a @creature[troglodyte||troglodyte's] stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (@skill[Investigation]) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your @status[concentration].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"ill","materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/nature/mushrooms-fire-glow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"major%20image_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"CGDQWXQaQaZ03Wia","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416190,"modifiedTime":1705868416190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Speak with Dead","type":"spell","system":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"nec","materials":{"value":"burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/undead-ghost-scream-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"speak%20with%20dead_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"SMxLb8yJ9EsT6hEE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416213,"modifiedTime":1705868416213,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Suggestion","type":"spell","system":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":2,"school":"enc","materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/nature/elemental-plant-humanoid.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2btjgNOMNWLC8gHS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416238,"modifiedTime":1705868416238,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"sMvBzpAB0kEokObJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416288,"modifiedTime":1705868416288,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Hand","type":"spell","system":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (@skill[Investigation]) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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Innate Spellcasting.

Mahadi's innate spellcasting ability is Charisma (spell save DC 18, [[/r 1d20+9]]{+9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.HcYOqN4c8GUAGogO], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.sMvBzpAB0kEokObJ], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.kLmTSiRiitVapGXQ], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.a8sdnpIpyndWhuHw]

  • 3/day each: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.Kv6hl2zlb9uZUhp6], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.9w96xlgxPDE4zf38], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.tZOrg9zmPCRTYD5X], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.wgCp4XNWpSS90hWK], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.u0CJgBlRDqC2csbk], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.CGDQWXQaQaZ03Wia], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.SMxLb8yJ9EsT6hEE], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.2btjgNOMNWLC8gHS]

  • 1/day each: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.PRCT0zQJxlMnVnJu], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.S7kZymyUCy3Z8RJ0], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.qWcW6b4Zq1OS5ZB6], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.F2TMVd1PjxuIpnVP], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.wkWwUIGHHluQBrPl], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.axHFtjZlKhqZLR0T], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.BN2uprPhCsy1NTib], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.8oia3d38YRGhpLT2]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"S7n89aE6IQAGdErP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416367,"modifiedTime":1705868416367,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868415678,"modifiedTime":1710166942557,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Nine-Fingers Keene","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"nine-fingers%20keene_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"qUx8UgUoW57F6iBX","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Nine-Fingers%20Keene.webp","system":{"abilities":{"str":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":84,"max":84,"temp":null,"tempmax":null,"formula":"13d8 + 26"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected.

Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.

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Nine-Fingers attacks three times with her daggers.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage, plus 6 piercing damage if it's a ranged attack.

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 20/60 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 20/60 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage, plus 6 piercing damage if it's a ranged attack.

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On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/hypnosis-mesmerism-watch.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"cunning%20action_nine-fingers%20keene_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868417097,"modifiedTime":1705868417097,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"afWuEeK1icQYIYUI","name":"Dagger Thrower","type":"feat","system":{"description":{"value":"

Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks).

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Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage. The target is @condition[grappled] (escape DC 14) if Kovik isn't already grappling a creature. Until this grapple ends, the target is @condition[restrained] and takes 7 ([[/r 2d6]]) piercing damage at the start of each of its turns.

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Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under Kovik's control, provided that the chains aren't being worn or carried.

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Raggadragga makes two attacks, only one of which can be with its tusks.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

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Raggadragga can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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If Raggadragga moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ([[/r 2d6]]) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @condition[prone].

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If Raggadragga takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.

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Rilsa makes three weapon attacks.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage.

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On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.

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If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn.

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As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Smiler has an unnerving smile—hence his name.

A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane.

One of Smiler's favorite antics is to use a @spell[hallucinatory terrain] spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.

This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while.

Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.

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Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d6 + 6]]) piercing damage.

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As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine.

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Smiler has advantage on saving throws against spells and other magical effects.

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Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword

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You have a +2 bonus to AC while wearing this armor.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (@skill[Investigation]) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

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Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be @condition[charmed] are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

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This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a [[/r d10]] at the start of each of its turns to determine its behavior for that turn.

Confusion Behavior
[[/r d10]]Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a [[/r d8]] and assign a direction to each die face. The creature doesn't take an action this turn.
2-6The creature doesn't move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

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You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be @condition[charmed] succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (@skill[Perception]) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are @condition[incapacitated] or can no longer speak.

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You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

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You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @condition[charmed] by you until the spell ends or until you or your companions do anything harmful to it. The @condition[charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @condition[charmed] by you.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall @condition[prone], becoming @condition[incapacitated] and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

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Innate Spellcasting.

Smiler's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.3rEcw7wBBElkML1T.Item.JIRns2ab6ZGjfTLp], @UUID[Actor.3rEcw7wBBElkML1T.Item.LCyFUnXLyGgYc9nn]

  • 3/day each: @UUID[Actor.3rEcw7wBBElkML1T.Item.fuUhnfLqLiZRoxII], @UUID[Actor.3rEcw7wBBElkML1T.Item.K17ywEcVjdEq1nQ8], @UUID[Actor.3rEcw7wBBElkML1T.Item.eKPi8hOgBQoKqJQ5]

  • 1/day each: @UUID[Actor.3rEcw7wBBElkML1T.Item.7CZ1tjLmbMIJFhFr], @UUID[Actor.3rEcw7wBBElkML1T.Item.QIIqLED72Xbml9Nq]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_smiler%20the%20defiler_bgdia_bgdia"}},"effects":[],"_id":"S7V8MqGbMsCF4vWm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868418810,"modifiedTime":1705868418810,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868418299,"modifiedTime":1710166942621,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Sylvira 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18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"lawful neutral","race":null,"type":{"value":"humanoid","subtype":"tiefling","swarm":"","custom":""},"environment":"","cr":12,"spellLevel":18,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["fire"],"bypasses":[],"custom":"damage from spells, nonmagical bludgeoning, piercing, and slashing (from 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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Sylvira has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_sylvira%20savikas_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419130,"modifiedTime":1705868419130,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Bolt","type":"spell","system":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/orbs-hand-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"qdyCSSt5QwwUgOCR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419186,"modifiedTime":1705868419186,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Prestidigitation","type":"spell","system":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"pAl2PyOvZDCAzhPl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419204,"modifiedTime":1705868419204,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shocking Grasp","type":"spell","system":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/unholy/hand-fire-skeleton-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shocking%20grasp_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Dj4LwQEukP4OxoKS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419221,"modifiedTime":1705868419221,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"pUPpSSijSc1lNDlp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419239,"modifiedTime":1705868419239,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Identify","type":"spell","system":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/sundries/scrolls/scroll-bound-blue-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"identify_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"xFQaLkdQtSTCHbkp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419258,"modifiedTime":1705868419258,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"H3v8y5AlDwBIYue7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419277,"modifiedTime":1705868419277,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"BuCmDOlTEH1AmmiD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419297,"modifiedTime":1705868419297,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"div","materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Fp0dXz8jqGwY4ROe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419320,"modifiedTime":1705868419320,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

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Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

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You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"Ai7Nn5z40aOeUf9z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419441,"modifiedTime":1705868419441,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"uHo9EP05MilVxrId","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419470,"modifiedTime":1705868419470,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Shield","type":"spell","system":{"description":{"value":"

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"evo","materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/shield/heater-steel-crystal-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20shield_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"lVKx8swB08jm6IFE","flags":{"plutonium":{"dedupeId":"warm-shield"}},"changes":[{"key":"system.traits.dr.value","value":"cold","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Warm Shield","description":"","statuses":[]},{"_id":"UUXwEKSPX4nYfDzo","flags":{"plutonium":{"dedupeId":"chill-shield"}},"changes":[{"key":"system.traits.dr.value","value":"fire","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Chill Shield","description":"","statuses":[]}],"_id":"tOJLvSV7louuusWb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419495,"modifiedTime":1705868419495,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Stoneskin","type":"spell","system":{"description":{"value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"euiQbXwXVPyczPfc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419521,"modifiedTime":1705868419521,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"bVsIJcG2SXE9q47K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419547,"modifiedTime":1705868419547,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"4bQKQfGLJiIec061","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419577,"modifiedTime":1705868419577,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"3tOxBR7OroEuxg7d","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419606,"modifiedTime":1705868419606,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"hLqcNpen4g2pqJoK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419633,"modifiedTime":1705868419633,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

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Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":8,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"92nEk8IwtmrzdyJE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419699,"modifiedTime":1705868419699,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Time Stop","type":"spell","system":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"A7SjlkSa6F1cRYmA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419733,"modifiedTime":1705868419733,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Disguise Self","type":"spell","system":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

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A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes [[/r 2d10]] fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Spellcasting.

Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Sylvira can cast @UUID[Actor.P5779dtQH0ef1oyZ.Item.ixguKL25mKUTqi4g] and @UUID[Actor.P5779dtQH0ef1oyZ.Item.n6znSpu58iyQwFIG] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.P5779dtQH0ef1oyZ.Item.q4HOKh13euxJ9zrR], @UUID[Actor.P5779dtQH0ef1oyZ.Item.yOSeB96uXxawiU3h], @UUID[Actor.P5779dtQH0ef1oyZ.Item.qdyCSSt5QwwUgOCR], @UUID[Actor.P5779dtQH0ef1oyZ.Item.pAl2PyOvZDCAzhPl], @UUID[Actor.P5779dtQH0ef1oyZ.Item.Dj4LwQEukP4OxoKS]

  • 1st level (4 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.pUPpSSijSc1lNDlp], @UUID[Actor.P5779dtQH0ef1oyZ.Item.xFQaLkdQtSTCHbkp], @UUID[Actor.P5779dtQH0ef1oyZ.Item.H3v8y5AlDwBIYue7]*, @UUID[Actor.P5779dtQH0ef1oyZ.Item.BuCmDOlTEH1AmmiD]

  • 2nd level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.Fp0dXz8jqGwY4ROe], @UUID[Actor.P5779dtQH0ef1oyZ.Item.6V28aR4hb9S4O6dT], @UUID[Actor.P5779dtQH0ef1oyZ.Item.EcndmwsckTj7i5IU]

  • 3rd level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.FP17DMbhL6wOywaE], @UUID[Actor.P5779dtQH0ef1oyZ.Item.SpK2BakojlNGMZuM], @UUID[Actor.P5779dtQH0ef1oyZ.Item.Ai7Nn5z40aOeUf9z]

  • 4th level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.uHo9EP05MilVxrId], @UUID[Actor.P5779dtQH0ef1oyZ.Item.tOJLvSV7louuusWb], @UUID[Actor.P5779dtQH0ef1oyZ.Item.euiQbXwXVPyczPfc]*

  • 5th level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.bVsIJcG2SXE9q47K], @UUID[Actor.P5779dtQH0ef1oyZ.Item.4bQKQfGLJiIec061], @UUID[Actor.P5779dtQH0ef1oyZ.Item.3tOxBR7OroEuxg7d]

  • 6th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.hLqcNpen4g2pqJoK]

  • 7th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.RgJRbTDq4QvQgsXH]

  • 8th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.92nEk8IwtmrzdyJE]*

  • 9th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.A7SjlkSa6F1cRYmA]

*Sylvira casts these spells on itself before combat.

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Innate Spellcasting.

Sylvira's innate spellcasting ability is Charisma (spell save DC 15). Sylvira can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.P5779dtQH0ef1oyZ.Item.3el9mnlrTbGzU4o8]

  • 1/day each: @UUID[Actor.P5779dtQH0ef1oyZ.Item.KHkdYhN8Jc5ZTqhc], @UUID[Actor.P5779dtQH0ef1oyZ.Item.BCB2t2ForowkSGdQ]

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Тень Тейвиуса выглядит кактолстый рогатый дьявол с крылышками.

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Torogar makes three attacks: two with his scimitars and one with his horns.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d6 + 7]]) slashing damage, or 17 ([[/r 2d6 + 10]]) slashing damage while raging, plus 3 ([[/r 1d6]]) fire damage from the gauntlets of flaming fury.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 5 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) piercing damage, or 19 ([[/r 2d8 + 10]]) piercing damage while raging.

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Immediately after using the Dash action, Torogar can make one melee attack with his horns.

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Torogar can perfectly recall any path he has traveled.

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As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked @condition[unconscious] or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:

He has advantage on Strength checks and Strength saving throws.

He deals an extra 3 damage when he hits a target with a melee weapon attack.

He has resistance to bludgeoning, piercing, and slashing damage.

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Torogar wears @item[gauntlets of flaming fury|bgdia] and a @item[belt of fire giant strength]. Without the belt, his Strength is 21. He also carries a @item[soul coin|bgdia].

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While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra [[/r 1d6]] fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

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While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

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Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

Carrying Soul Coins.

To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin.

A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

  • Drain Life. You siphon away some of the soul's essence and gain [[/r 1d10]] temporary hit points.

  • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul.

Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as @creature[lemure] devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a @item[hellfire weapon|bgdia] or an infernal war machine's furnace (see \"Soul Fuel\").

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency.

Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Traxigor has advantage on saving throws against spells and other magical effects.

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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

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You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"7GRcCQShYxXXbDck","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421773,"modifiedTime":1705868421773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"ccVFUNbg7x2h1JAv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421792,"modifiedTime":1705868421792,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"div","materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"xUJlHu9vtP5cYrGx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421813,"modifiedTime":1705868421813,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"9Ba3qqJHfDrb804a","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421833,"modifiedTime":1705868421833,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fkJUoXFTRPIdA9MM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421855,"modifiedTime":1705868421855,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"2eRdUSEkdoDBkct2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421879,"modifiedTime":1705868421879,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"hYXZ8zAJeasGPJy8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421907,"modifiedTime":1705868421907,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Bolt","type":"spell","system":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"m6HB3UfEvI5YjIsX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421935,"modifiedTime":1705868421935,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

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This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"vFb0FJI1jUllmjyy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422024,"modifiedTime":1705868422024,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fcsAXjgxbmqixmil","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422051,"modifiedTime":1705868422051,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"VSvK5ZmFs5Ydtbr7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422082,"modifiedTime":1705868422082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"bnAn4cRUO6CqXJmc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422114,"modifiedTime":1705868422114,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"eM8QgYWSt0s4JtMx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422148,"modifiedTime":1705868422148,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Plane Shift","type":"spell","system":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

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Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

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You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

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A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Spellcasting.

Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Traxigor can cast @UUID[Actor.ovAXJAfRSL7HBKK7.Item.AtdZ2FFpkwL8Q0g5] and @UUID[Actor.ovAXJAfRSL7HBKK7.Item.jSpK8xDyPe7RLCg1] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.LCdQlIju5YFGb2X0], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.77ZZRskpi1YX0ced], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.onIJ6aORHwiS5k4q], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.w1qb3lOmJwAe0kCw], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.zEAhII1TdlLVcMTz]

  • 1st level (4 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.dN7ZFNgWvHmE2quE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.LyNfhEBoeWfhHHiE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.7GRcCQShYxXXbDck]*, @UUID[Actor.ovAXJAfRSL7HBKK7.Item.ccVFUNbg7x2h1JAv]

  • 2nd level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.xUJlHu9vtP5cYrGx], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.9Ba3qqJHfDrb804a], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.fkJUoXFTRPIdA9MM]

  • 3rd level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.2eRdUSEkdoDBkct2], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.hYXZ8zAJeasGPJy8], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.m6HB3UfEvI5YjIsX]

  • 4th level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.kIIOVZplyBDnErwk], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.d5D4vKUO91WbCZzE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.vFb0FJI1jUllmjyy]*

  • 5th level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.fcsAXjgxbmqixmil], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.VSvK5ZmFs5Ydtbr7], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.bnAn4cRUO6CqXJmc]

  • 6th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.eM8QgYWSt0s4JtMx]

  • 7th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.wDeWJBu05oc4uUVM]

  • 8th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.XAZVJieHuuq4PlUP]*

  • 9th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.hOv7EHE3b469R9NM]

*Traxigor casts these spells on itself before combat.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_traxigor_bgdia_bgdia"}},"effects":[],"_id":"1F8YivMLymYFwUw3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422368,"modifiedTime":1705868422368,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868421428,"modifiedTime":1710166942798,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Ulder Ravengard","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"ulder%20ravengard_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"rXVR1vpfkcSlnxQk","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Ulder%20Ravengard.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":112,"max":112,"temp":null,"tempmax":null,"formula":"15d8 + 45"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":25,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke.

Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own.

Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and @condition[invisible] bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock.

Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless.

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Ulder makes three melee attacks, only one of which can be with his shield.

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Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.

Zariel's \"rise\" came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.

Matalotok.

Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.

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Зариэль дважды атакует цепом и один раз Маталотком. Атаку Маталотком она может заменить Ужасным касанием.

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Зариэль магически телепортируется вместе со всем снаряжением, которое носит или держит, на расстояние до 120 футов в свободное пространство, которое она видит.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"teleport_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"_id":"xHIhJcA45eZ0bZSt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705912001609,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qbqPb53UZlZep8l4","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

Magical darkness doesn't impede Zariel's darkvision.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/eye-ringed-glow-angry-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"devil's%20sight_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cZbPS6O0zBsV5Jrx","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 ([[/r 8d8]]) fire damage (included in the weapon attacks below).

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"z37nqjI5S0yOZmrl","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If Zariel fails a saving throw, she can choose to succeed instead.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"special","cost":null,"condition":"If Zariel fails a saving throw, she can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legres.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"legendary%20resistance%20(3%2fday)_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"FoNjVVCwAvUKLVaU","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Zariel has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"H87kjc8kZf9Sd0i2","name":"Regeneration","type":"feat","system":{"description":{"value":"

Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/life/heart-cross-strong-purple-orange.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"regeneration_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"eXzsIK6Caqb0GIg0","name":"Immolating Gaze","type":"feat","system":{"description":{"value":"

Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 ([[/r 4d10]]) fire damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":26,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/eye-ringed-glow-angry-large-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"immolating%20gaze_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fQd58Qtn7EoQvDnD","name":"Teleport","type":"feat","system":{"description":{"value":"

Zariel uses her Teleport action.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"teleport_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
Archduke can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.Sx63nkMrSNZQyIHl.Item.eXzsIK6Caqb0GIg0]{Immolating Gaze}
  • @UUID[Actor.Sx63nkMrSNZQyIHl.Item.fQd58Qtn7EoQvDnD]{Teleport}
\n\t\t
","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"VYsAZX3N46FR8M4B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blade Barrier","type":"spell","system":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes [[/r 6d10]] slashing damage. On a successful save, the creature takes half as much damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"narLSYvgxpaWm5mN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401675,"modifiedTime":1705868401675,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Evil and Good","type":"spell","system":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment.

As your action, you touch a creature you can reach that is @condition[charmed], @condition[frightened], or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer @condition[charmed], @condition[frightened], or possessed by such creatures.

Dismissal.

As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":5,"school":"abj","materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"fKgps6BuaFnWUnLN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401702,"modifiedTime":1705868401702,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Finger of Death","type":"spell","system":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes [[/r 7d8 + 30]] necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a @creature[zombie] that is permanently under your command, following your verbal orders to the best of its ability.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":7,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/death/hand-undead-skeleton-fire-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"finger%20of%20death_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"DYgWUzXrRuOTc0uJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401728,"modifiedTime":1705868401728,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Alter Self","type":"spell","system":{"description":{"value":"

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation.

You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance.

You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons.

You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal [[/r 1d6]] bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/claws/pincer-crab-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"alter%20self_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"kW9vxvl3r1ovMq2n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401754,"modifiedTime":1705868401754,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Evil and Good","type":"spell","system":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{}},"effects":[],"_id":"RXHLjhAai0e28JmL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401782,"modifiedTime":1705868401782,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fireball","type":"spell","system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

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A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes [[/r 5d8]] fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals [[/r 5d8]] fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

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Innate Spellcasting.

Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Sx63nkMrSNZQyIHl.Item.kW9vxvl3r1ovMq2n] (can become Medium when changing her appearance), @UUID[Actor.Sx63nkMrSNZQyIHl.Item.RXHLjhAai0e28JmL], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.PrlkFAajtDN5mWQJ], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.Omo8ZCMRHIpiEmGV] (self only), @UUID[Actor.Sx63nkMrSNZQyIHl.Item.gpblIsvETMTW0Qtz]

  • 3/day each: @UUID[Actor.Sx63nkMrSNZQyIHl.Item.narLSYvgxpaWm5mN], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.fKgps6BuaFnWUnLN], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.DYgWUzXrRuOTc0uJ]

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Боевой цеп — контактное холодное оружие дробящего действия, состоящее из двух (реже — трёх) гибко сочленённых твёрдых палок.

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Боевой цеп — контактное холодное оружие дробящего действия, состоящее из двух (реже — трёх) гибко сочленённых твёрдых палок.

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Маталоток, Отец Мороза, - древний молот, созданный Тримом, Богом ледяных гигантов. Любимое оружие повелителя демонов Костччи, Маталоток холоден на ощупь и окутан дымкой.

Вы получаете иммунитет к урону холодом, пока держите Маталоток. Всякий раз, когда вы наносите урон существу, молот испускает волну сильного холода в сфере радиусом 30 футов. Каждое существо в этой области получает 10 (3к6) урона холодом.

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Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see \"Poisons\" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.

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Амрик совершает три атаки кинжалом.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_amrik%20vanthampur_bgdia_bgdia"}},"effects":[],"_id":"QqtmRF8HmPr6HRw9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400253,"modifiedTime":1705911378967,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Дымовая бомба/Smoke Bomb","type":"feat","system":{"description":{"value":"

Амрик кидает дымовую бомбу на дистанцию до 20 футов. При падении бомба взрывается, создавая облако чёрного дыма, наполняющее сферу радиусом 10 футов. Видимость в этой области крайне затруднена. Сильный ветер может развеять облако, иначе оно существует до конца следующего хода Амрика.

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Пока Амрик носит лёгкую броню или не носит брони и не использует щит, к его КБ добавляется модификатор Харизмы.

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Variant: Familiars

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Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

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Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398109945,"modifiedTime":1695398109945,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"go9Har1UUhXpwfTg","name":"Огненный снаряд / Fire bolt","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"},"dnd5e":{}},"system":{"description":{"value":"
\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

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Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398110670,"modifiedTime":1695398110670,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vomdl3k9dC01WU64","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"},"dnd5e":{}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
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Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398111449,"modifiedTime":1695398111449,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wUT3olYISypXdE0x","name":"Мелкие фокусы / Prestidigitation","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"},"dnd5e":{}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398112422,"modifiedTime":1695398112422,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"q2i3MOmFF5AifFdP","name":"Магический доспех / Mage armor","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-mage-armor.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","mode":5,"value":"mage","priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null,"name":"Магический доспех","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.93S1tDgEo5QcLBts"},"dnd5e":{}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу, которое не носит броню, и его окружит защитное магическое поле, пока длится заклинание. Базовый КБ цели становится равным 13 + её модификатор Ловкости. Заклинание прекращает действовать, если цель надевает броню или если вы прекратите заклинание, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"клочок выделанной кожи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398114200,"modifiedTime":1695398114200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k4HfWfZ1JLh65P9d","name":"Щит / Shield","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-shield.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":["turnStartSource"],"transfer":false}},"changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Щит","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.NbtiyeIQy6dIKQdh"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"avernus","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"},"dnd5e":{}},"system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"когда по вам попали атакой или выбрали вас целью волшебной стрелы"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398115140,"modifiedTime":1695398115140,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5qHVpdndC9kqzWdU","name":"Внушение / Suggestion","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"},"dnd5e":{}},"system":{"description":{"value":"
\n

Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к  @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

\n

Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

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Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

\n

Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398117619,"modifiedTime":1695398117619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Q1tiu4xY0zCplHeb","name":"Туманный шаг / Misty step","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"},"dnd5e":{}},"system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398118410,"modifiedTime":1695398118410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uVyg2eefi1lJLsDT","name":"Контрзаклинание / Counterspell","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"22","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"},"dnd5e":{}},"system":{"description":{"value":"
\n

Вы пытаетесь помешать другому существу сотворить заклинание. Если существо творит заклинание 3-го круга или ниже, оно не срабатывает. Если это заклинание 4-го круга или выше, пройдите проверку вашей заклинательной характеристики. СЛ равна 10+ круг вражеского заклинания. При успехе заклинание существа не срабатывает.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, заклинание существа не срабатывает, если его круг не превышает круга использованной вами ячейки.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"1 ответное действие, которое вы совершаете, увидев, как существо в пределах 60 футов от вас творит заклинание"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"abil","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"1d20+@mod+@prof","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398119690,"modifiedTime":1695398119690,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gj3ukn6Y0DorQYTh","name":"Огненный шар / Fireball","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"},"dnd5e":{}},"system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398120312,"modifiedTime":1695398120312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3UTPzTo5FFP0ElNq","name":"Полёт / Fly","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"},"dnd5e":{}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 3-го.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121082,"modifiedTime":1695398121082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jC63PRNBS2Q61No2","name":"Ледяная буря / Ice storm","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""},"dnd5e":{}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121755,"modifiedTime":1695398121755,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MdIpT8kIpFqnWziP","name":"Конус холода / Cone of cold","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-cone-of-cold.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fRoi2YBSKOIzrtvP"},"dnd5e":{}},"system":{"description":{"value":"
\n
Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398124052,"modifiedTime":1695398124052,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695376952339,"modifiedTime":1710166943506,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"folder":"L7qUAgkDglaVYan3","sort":150000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3}},{"name":"Рея Ментелморн/Reya Mantlemorn","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"veteran_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"AiL1C7RX8sYlnciC","img":"foundryvtt-static/tokens/guard-melee-blue-13.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":58,"max":58,"temp":0,"tempmax":0,"formula":"9d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

Ветераны это профессиональные воители, состоящие в армии за отдельную плату или защищающие то, что им дорого. В их ряды входят как солдаты, прошедшие службу, так и воители, никогда не служившие никому кроме себя.

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Ветеран совершает две атаки длинным мечом. Если у него вынут короткий меч, он может также совершить атаку коротким мечом.

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Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society.

Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.

Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate.

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Таламра дважды применяет потусторонний разряд или совершает два безоружных удара.

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Существо совершает с преимуществом спасброски от @Compendium[sc-common.sc-common.lcu2INePEeUauIeC]{Испуга/Frightened} и @Compendium[sc-common.sc-common.y3bcoEXxQhHJtEzl]{Очарования/Charmed}.

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Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact.

When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them.

[–]

Fly, my pretties, fly! Fly!

— Fierna, Archduchess of Phlegethos, commanding her spined devil legions

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":20,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"medium","baseItem":"chainshirt"},"container":null,"properties":[]},"img":"icons/commodities/metal/mail-chain-steel.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"chain%20shirt_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.BH0SoidZLUfzkpDm"}},"effects":[],"_id":"oaVZaL9Wepmhh00i","_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1697455097599,"modifiedTime":1698528021995,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1695376936532,"modifiedTime":1707138923223,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"folder":"FA7rV5oFc8ZAG7Fr","sort":350000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3}},{"name":"Тёрствелл Вантампур/Thurstwell","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"thurstwell%20vanthampur_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""},"allow-edit":true}},"_id":"B4FOlAidTRo4gd5N","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Thurstwell%20Vanthampur.webp","system":{"abilities":{"str":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":5,"max":5,"temp":null,"tempmax":null,"formula":"2d8 - 4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis","exhaustion":0},"details":{"biography":{"value":"

Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt.

","public":""},"alignment":"lawful evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":0.125,"spellLevel":2,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","elvish","infernal"],"custom":""},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":3,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Тёрствелл Вантампур","displayName":20,"actorLink":true,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/elf-sorcerer-5.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"sight":{"enabled":true,"range":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"core":{"occlusionRadius":null}},"randomImg":false},"items":[{"name":"Sacred Flame (Cantrip)","type":"feat","system":{"description":{"value":"

Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 ([[/r 1d8]]) radiant damage, gaining no benefit from cover.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/lightning/bolt-strike-smoke-yellow.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"sacred%20flame%20(cantrip)_thurstwell%20vanthampur_bgdia_bgdia"}},"effects":[],"_id":"7iPuKHsWvi88ManI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868420616,"modifiedTime":1705868420616,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Заклинания/Spellcasting","type":"feat","system":{"description":{"value":"

Тёрствелл — заклинатель 2-го уровня. Его заклинательная характеристика—Мудрость (СЛ испытаний против заклинаний 13). У него подготовлены следующие заклинания жреца:

Фокусы (неограниченно): @UUID[Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4]{наставление}, @UUID[Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8]{священное пламя} (см. «Действия» далее), @UUID[Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA]{тавматургия};

1-й круг (з ячейки): @UUID[Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d]{обнаружение зла и добра}, @UUID[Compendium.sc-spells.sc spells.Item.6bi4H055nR30kWkD]{приказ},@UUID[Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o]{убежище}

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_thurstwell%20vanthampur_bgdia_bgdia"}},"effects":[],"_id":"wMNB063hani73HhO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868420733,"modifiedTime":1705912457764,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Темная преданность/Dark Devotion","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от @Compendium[sc-common.sc-common.lcu2INePEeUauIeC]{Испуга/Frightened} и @Compendium[sc-common.sc-common.y3bcoEXxQhHJtEzl]{Очарования/Charmed}.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/control-influence-rally-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"dark%20devotion_cult%20fanatic_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.5HwhsUzTeX3XHJjq.Item.pZQVyxezOZQmwQAl"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695312496542,"modifiedTime":1705912438640,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3900000,"_id":"VyhAo4vFsIS7Du72"},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705912537079,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"9lZabbdpqtAmaW9R","sort":0},{"name":"Священное пламя/Sacred Flame","type":"spell","system":{"description":{"value":"
\n

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485700,"modifiedTime":1705912555361,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"6xldz67XrXMAiqN9","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705912540232,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"kBmdK4lDN4A8LBco","sort":0},{"name":"Обнаружение зла и добра/Detect Evil and Good","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы знаете, есть ли в пределах 30 футов от вас аберрация, бестия, небожитель, нежить, фея или элементаль, а также местонахождение этого существа. Аналогично вы узнаёте, если в пределах 30 футов есть место или объект, магически освящённый или осквернённый. Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479370,"modifiedTime":1705912558030,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"em7UtzIl89zDfHNY","sort":0},{"name":"Приказ/Command","type":"spell","system":{"description":{"value":"
\n
\n

ВЫ отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

\n
 
\n

Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\n
Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n
 
\n
\n
Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n
 
\n
\n
Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

\n
 
\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n
 
\n
\n
Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n
 
\n
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/control/control-influence-puppet.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.6bi4H055nR30kWkD"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760478287,"modifiedTime":1705912559431,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iBUHDshqI0K5qZIh","sort":0},{"name":"Убежище/Sanctuary","type":"spell","system":{"description":{"value":"
\n

Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

\n
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/holy/barrier-shield-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sanctuary_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o"},"dnd5e":{}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485731,"modifiedTime":1705912560894,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"LpuXaOON1HjlXq9A","sort":0}],"effects":[],"folder":"FA7rV5oFc8ZAG7Fr","sort":112500,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868420387,"modifiedTime":1710166943861,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Шипастый дьявол/Barbed Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"barbed%20devil_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"AXQ45FvcwVpfFLZq","img":"foundryvtt-static/tokens/barbed-devil.webp","system":{"abilities":{"str":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":110,"max":110,"temp":null,"tempmax":null,"formula":"13d8 + 52"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.

Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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Дьявол совершает три рукопашные атаки: одну хвостом, и две когтями. В качестве альтернативы, он может дважды использовать Метание пламени.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_barbed%20devil_mm_mm"}},"effects":[],"_id":"zlHAegnb16ND2bZd","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889783,"modifiedTime":1705835373954,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +6 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 6 (1к6 + 3).

","chat":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Коготь/Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_barbed%20devil_mm_mm"}},"effects":[],"_id":"tB8wj5w6AT1vR6vy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889783,"modifiedTime":1705835293023,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +6 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 10 (2к6 + 3).

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Дальнобойная атака заклинанием: +5 к попаданию, дистанция 150 футов, одна цель. Попадание: Урон огнём 10 (3к6). Если цель — горючий предмет, который никто не несёт и не носит, она также загорается.

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В начале каждого своего хода шипастый дьявол причиняет колющий урон 5 (1к10) всем схватившим его существам.

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Магическая тьма не мешает тёмному зрению существа.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.

Magical Purpose.

Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter.

Tactical Cunning.

A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position.

Constructed Nature.

A helmed horror doesn't require air, food, drink, or sleep.

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Шлемоносный ужас совершает две атаки длинным мечом.

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Шлемоносный ужас обладает иммунитетом к трем заклинаниям, выбираемым его создателем. Обычно это @UUID[Compendium.sc-spells.sc spells.Item.8uV1FFPqyUtcIaPR]{молния [lightning bolt]}, @UUID[Compendium.sc-spells.sc spells.Item.5VC5fkvd1RQDeKXx]{огненный шар [fireball]} и @UUID[Compendium.sc-spells.sc spells.Item.0vUnve3jzvthyoQ6]{раскалённый металл [heat metal]}.

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Вечная классика, мечи, сделаны из длинного куска металла, заостренного с двух сторон и закрепленного на прочной рукояти. Мечи бывают разной длины и веса и могут быть как разукрашены, так и нет, в зависимости от богатства и вкуса владельца. Мечами рубить врагов, коля их острым концом и даже наносить тупые удары лезвием плашмя или рукоятью. Чем больше ваш боец может придумать применений для меча, тем сложнее будет врагам от них отбиваться!

Универсальность длинного меча предлагает отличный баланс между скоростью короткого меча и огромной силой двуручного меча. Как одноручное оружие, он позволяет герою наносить быстрые, резкие удары, в то же время позволяя использовать щит в качестве дополнительной защиты. Используемые обеими руками, длинные мечи концентрируют в нанесении ударов всю силу бойца.

Длинный меч — отличный выбор, когда Вы не уверены, с какой опасностью столкнетесь. Независимо от того, связываетесь ли Вы с большим количеством мелких противников, которых нужно быстро уничтожить, или мощным зверем, которого можно победить только сильными ударами, длинный меч пойдёт вам всегда!

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Вечная классика, мечи, сделаны из длинного куска металла, заостренного с двух сторон и закрепленного на прочной рукояти. Мечи бывают разной длины и веса и могут быть как разукрашены, так и нет, в зависимости от богатства и вкуса владельца. Мечами рубить врагов, коля их острым концом и даже наносить тупые удары лезвием плашмя или рукоятью. Чем больше ваш боец может придумать применений для меча, тем сложнее будет врагам от них отбиваться!

Универсальность длинного меча предлагает отличный баланс между скоростью короткого меча и огромной силой двуручного меча. Как одноручное оружие, он позволяет герою наносить быстрые, резкие удары, в то же время позволяя использовать щит в качестве дополнительной защиты. Используемые обеими руками, длинные мечи концентрируют в нанесении ударов всю силу бойца.

Длинный меч — отличный выбор, когда Вы не уверены, с какой опасностью столкнетесь. Независимо от того, связываетесь ли Вы с большим количеством мелких противников, которых нужно быстро уничтожить, или мощным зверем, которого можно победить только сильными ударами, длинный меч пойдёт вам всегда!

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Латы состоят из сформированных металлических пластин, покрывающих всё тело. В комплект лат входят рукавицы, тяжёлые кожаные сапоги, шлем с забралом, и толстый слой ватина. Ремешки и пряжки распределяют вес по всему телу.
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Латы состоят из сформированных металлических пластин, покрывающих всё тело. В комплект лат входят рукавицы, тяжёлые кожаные сапоги, шлем с забралом, и толстый слой ватина. Ремешки и пряжки распределяют вес по всему телу.
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Щит изготавливается из дерева или металла, и несётся одной рукой. Использование щита увеличивает КД на 2. Вы получаете преимущество только от одного щита одновременно.
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Щит изготавливается из дерева или металла, и несётся одной рукой. Использование щита увеличивает КД на 2. Вы получаете преимущество только от одного щита одновременно.
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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к8) дробящего урона.

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Инфернальная головоломка представляет собой кубический контейнер с размером стороны от 5 до 6 дюймов, состоящий из герметичных, взаимосвязанных частей, изготовленных из материалов, найденных в Девяти Преисподних. Большинство этих головоломок сделаны из адского железа, хотя некоторые вырезаны из кости или рогов. Инфернальные головоломки используются для защиты дьявольских контрактов, подписанных между дьяволами и смертными, даже после того, как условия этих контрактов выполнены. Пустая инфернальная головоломка весит 3 фунта, независимо от материалов, используемых для её изготовления.

Когда достаточно маленький предмет способный поместиться в неё, помещают в головоломку, она магическим образом запечатывается вокруг объекта, и никакая магия не может заставить головоломку открыться. Запечатанная головоломка также становится невосприимчивой к любому урону. Каждая инфернальная головоломка создаётся с уникальным способом её открытия. Хитрость в решении головоломки всегда обычная и никогда не волшебная. Как только существо узнает хитрость или последовательность действий, необходимых для открытия конкретной инфернальной головоломки, оно может действием открыть головоломку и получить доступ к её содержимому.

Существо, которое проводит 1 час, за исследованием инфернальной головоломки, в попытках открыть её, может совершить проверку Интеллекта (Расследование) Сл 30. Если проверка успешна, то существо узнаёт хитрость или последовательность действий, необходимых для открытия головоломки. Если проверка проваливается на 5 и более, существо должно совершить спасбросок Мудрости Сл 18, получая 42 ([[/r 12d6]]) урона психической энергией при провале и вдвое меньше урона при успехе.

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Щит скрытого лорда имеет небесное происхождение и служит тюрьмой для@Compendium[sc-creatures.sc-creatures.USKmGrLpQ9I3b4YB]{Исчадие ада/Pit Fiend} Горгота, чьи смертные последователи почитают его как бога. Со временем зло Горгота исказило внешний вид щита и теперь его небесные мотивы и узоры превратились в дьявольское лицо, которое неуловимо зловеще двигается.

Держа этот щит, вы получаете бонус +2 к КД и сопротивление урону огнём.

Разум. Щит Спрятанного Владыки разумен, пока в нём заключен Горгот. Будучи разумным, щит обладает следующими свойствами:

Личность Горгота. Горгот отчаянно жаждет свободы, но не может освободиться самостоятельно. Исчадие преисподней не раскрывает свою истинную природу, называя себя только Скрытым Лордом. Он намекает и даёт подсказки о том, что он ангел, заключенный в дьявольскую тюрьму. Вырвавшись из щита, исчадие преисподней соблюдает условия любой сделки, которую он заключил для своего побега.

Будучи заключенным в щите, Горгот осторожно направляет нынешнего владельца щита к совершению актов жестокости и подчинения, надеясь обречь его душу на отправку в Девять Преисподних. Конфликт возникает, если владелец щита делает что-то, что может затруднить Горготу побег из его тюрьмы, например, оставляет щит там, где другие вряд ли найдут его.

Горгот не знает, как сбежать из щита. Исчадие преисподней верит (ошибочно), что он может освободиться из щита, если его приведут в Девять Преисподний, так как он убежден, что сила щита там ослабнет.

Освобождение Горгота. Наложение на щит заклинания @Compendium[sc-spells.sc spells.83zZ8rwzbkpueoIc]{Рассеивание зла и добра/Dispel Evil and Good} имеет 1-процентный шанс освободить исчадие преисподней или автоматически преуспевает, если заклинание накладывается @UUID[Compendium.sc-creatures.sc-creatures.Actor.SbrwShB1ilyDAoIv]{соларом [solar]}, @UUID[Compendium.sc-creatures.sc-creatures.Actor.SciG1upB8Z1YcqMw]{планетаром [planetar]} или архидьяволом. Бог может освободить исчадие преисподней, прикоснувшись к щиту и произнеся имя Горгота. После освобождения Горгот появляется в случайном, ближайшем к щиту свободном пространстве.

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Маталоток, Отец Мороза, - древний молот, созданный Тримом, Богом ледяных гигантов. Любимое оружие повелителя демонов Костччи, Маталоток холоден на ощупь и окутан дымкой.

Вы получаете иммунитет к урону холодом, пока держите Маталоток. Всякий раз, когда вы наносите урон существу, молот испускает волну сильного холода в сфере радиусом 30 футов. Каждое существо в этой области получает 10 (3к6) урона холодом.

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This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a @creature[quasit]. The trapped @creature[quasit] is @condition[incapacitated], and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the @creature[quasit] disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

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You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra [[/r 6d8]] slashing damage from the hit.

Random Properties.

The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:

  • 2 @table[Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties]
  • 1 @table[Artifact Properties; Major Beneficial Properties|dmg|major beneficial property]
  • 1 @table[Artifact Properties; Major Detrimental Properties|dmg|major detrimental property], which is suppressed while the sword is attuned to an archdevil
Ruler of Avernus.

As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be @condition[charmed] by you for 1 hour. While @condition[charmed] in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.

Infernal Recall.

As an action, you can use the sword to cast @spell[word of recall]. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.

Destroying the Sword.

The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.

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You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.

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(requires attunement by an evil cleric or paladin)
\n\t\t

Fane-Eater is a battleaxe belonging to @creature[Arkhan the Cruel|BGDIA].

You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra [[/r 2d8]] necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.

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While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra [[/r 1d6]] fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Special.

If you attack with a double-bladed scimitar as part of the @action[Attack] action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals [[/r 1d4]] slashing damage on a hit, instead of [[/r 2d4]].

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall @condition[prone]. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.

Special.

When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals [[/r 1d4]] bludgeoning damage on a hit.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Special.

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

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Special.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":2,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":"1d10+@mod"},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["ver","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"warhammer"},"container":null},"img":"icons/weapons/hammers/hammer-double-engraved-ruby.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20warhammer_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"ggSX6Ecze7VShO18","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864640813,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Hellfire Weapon","type":"loot","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Base items.

This item variant can be applied to the following base items:

  • @item[Antimatter Rifle|DMG] (@item[Hellfire Antimatter Rifle|BGDIA])
  • @item[Automatic Pistol|DMG] (@item[Hellfire Automatic Pistol|BGDIA])
  • @item[Automatic Rifle|DMG] (@item[Hellfire Automatic Rifle|BGDIA])
  • @item[Battleaxe|PHB] (@item[Hellfire Battleaxe|BGDIA])
  • @item[Blowgun|PHB] (@item[Hellfire Blowgun|BGDIA])
  • @item[Club|PHB] (@item[Hellfire Club|BGDIA])
  • @item[Dagger|PHB] (@item[Hellfire Dagger|BGDIA])
  • @item[Dart|PHB] (@item[Hellfire Dart|BGDIA])
  • @item[Double-Bladed Scimitar|ERLW] (@item[Hellfire Double-Bladed Scimitar|BGDIA])
  • @item[Flail|PHB] (@item[Hellfire Flail|BGDIA])
  • @item[Glaive|PHB] (@item[Hellfire Glaive|BGDIA])
  • @item[Greataxe|PHB] (@item[Hellfire Greataxe|BGDIA])
  • @item[Greatclub|PHB] (@item[Hellfire Greatclub|BGDIA])
  • @item[Greatsword|PHB] (@item[Hellfire Greatsword|BGDIA])
  • @item[Halberd|PHB] (@item[Hellfire Halberd|BGDIA])
  • @item[Hand Crossbow|PHB] (@item[Hellfire Hand Crossbow|BGDIA])
  • @item[Handaxe|PHB] (@item[Hellfire Handaxe|BGDIA])
  • @item[Heavy Crossbow|PHB] (@item[Hellfire Heavy Crossbow|BGDIA])
  • @item[Hooked Shortspear|OotA] (@item[Hellfire Hooked Shortspear|BGDIA])
  • @item[Hoopak|DSotDQ] (@item[Hellfire Hoopak|BGDIA])
  • @item[Hunting Rifle|DMG] (@item[Hellfire Hunting Rifle|BGDIA])
  • @item[Javelin|PHB] (@item[Hellfire Javelin|BGDIA])
  • @item[Lance|PHB] (@item[Hellfire Lance|BGDIA])
  • @item[Laser Pistol|DMG] (@item[Hellfire Laser Pistol|BGDIA])
  • @item[Laser Rifle|DMG] (@item[Hellfire Laser Rifle|BGDIA])
  • @item[Light Crossbow|PHB] (@item[Hellfire Light Crossbow|BGDIA])
  • @item[Light Hammer|PHB] (@item[Hellfire Light Hammer|BGDIA])
  • @item[Light Repeating Crossbow|OotA] (@item[Hellfire Light Repeating Crossbow|BGDIA])
  • @item[Longbow|PHB] (@item[Hellfire Longbow|BGDIA])
  • @item[Longsword|PHB] (@item[Hellfire Longsword|BGDIA])
  • @item[Mace|PHB] (@item[Hellfire Mace|BGDIA])
  • @item[Maul|PHB] (@item[Hellfire Maul|BGDIA])
  • @item[Morningstar|PHB] (@item[Hellfire Morningstar|BGDIA])
  • @item[Musket|DMG] (@item[Hellfire Musket|BGDIA])
  • @item[Net|PHB] (@item[Hellfire Net|BGDIA])
  • @item[Pike|PHB] (@item[Hellfire Pike|BGDIA])
  • @item[Pistol|DMG] (@item[Hellfire Pistol|BGDIA])
  • @item[Quarterstaff|PHB] (@item[Hellfire Quarterstaff|BGDIA])
  • @item[Rapier|PHB] (@item[Hellfire Rapier|BGDIA])
  • @item[Revolver|DMG] (@item[Hellfire Revolver|BGDIA])
  • @item[Scimitar|PHB] (@item[Hellfire Scimitar|BGDIA])
  • @item[Shortbow|PHB] (@item[Hellfire Shortbow|BGDIA])
  • @item[Shortsword|PHB] (@item[Hellfire Shortsword|BGDIA])
  • @item[Shotgun|DMG] (@item[Hellfire Shotgun|BGDIA])
  • @item[Sickle|PHB] (@item[Hellfire Sickle|BGDIA])
  • @item[Sling|PHB] (@item[Hellfire Sling|BGDIA])
  • @item[Spear|PHB] (@item[Hellfire Spear|BGDIA])
  • @item[Trident|PHB] (@item[Hellfire Trident|BGDIA])
  • @item[War Pick|PHB] (@item[Hellfire War Pick|BGDIA])
  • @item[Warhammer|PHB] (@item[Hellfire Warhammer|BGDIA])
  • @item[Whip|PHB] (@item[Hellfire Whip|BGDIA])
  • @item[Yklwa|ToA] (@item[Hellfire Yklwa|BGDIA])
","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"rarity":"uncommon","identified":true,"type":{"value":"","subtype":""},"unidentified":{"description":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Hellfire%20Weapon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20weapon_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"jcbYCEvKGq4WPIUL","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864640009,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Hellfire Whip","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","rch","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"whip"},"container":null},"img":"icons/weapons/misc/whip-red-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20whip_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"kPEDfNNX5JGO7rDc","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864640831,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Hellfire Yklwa","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["thr","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":""},"container":null},"img":"icons/weapons/polearms/glaive-simple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20yklwa_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"gxwZKrFJO4UHtzM8","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864640849,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Helm of Devil Command","type":"equipment","system":{"description":{"value":"
(requires attunement by a creature that can speak Infernal)
\n\t\t

This bulky, eyeless helmet is made for a @creature[pit fiend] but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast @spell[dominate monster] (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's @spell[dominate monster] property in the Nine Hells has a [[/r 1d100]]{20 percent} chance of attracting a @creature[narzugon|MTF], which arrives on the back of a @creature[nightmare] mount in [[/r 1d4]] hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.

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You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on yourself.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":65,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"proficient":null,"unidentified":{"description":""},"type":{"value":"heavy","baseItem":"plate"},"container":null,"properties":["stealthDisadvantage"]},"img":"icons/equipment/chest/breastplate-layered-gilded-black.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"obsidian%20flint%20dragon%20plate_bgdia","propDroppable":"item"},"dnd5e":{}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"1R8MBejzImTTROnI","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705864639846,"modifiedTime":1710166944013,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Shatterstick","type":"loot","system":{"description":{"value":"

A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 ([[/r 10d6]]) bludgeoning damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":4,"price":{"value":0,"denomination":"gp"},"rarity":"","identified":false,"type":{"value":"","subtype":""},"unidentified":{"description":""},"container":null,"properties":[]},"img":"modules/plutonium/media/icon/battle-gear.svg","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"shatterstick_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"7IfXleURKVdFhofM","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864639872,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Soul Coin","type":"equipment","system":{"description":{"value":"

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

Carrying Soul Coins.

To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin.

A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

  • Drain Life. You siphon away some of the soul's essence and gain [[/r 1d10]] temporary hit points.

  • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul.

Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as @creature[lemure] devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a @item[hellfire weapon|bgdia] or an infernal war machine's furnace (see \"Soul Fuel\").

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency.

Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0.333,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"trinket","baseItem":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Soul%20Coin.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"soul%20coin_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"PRibesjLbkmJkGuK","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705864639920,"modifiedTime":1707138925019,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Sword of Zariel","type":"weapon","system":{"description":{"value":"
(requires attunement by a creature the sword deems worthy)
\n\t\t

This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.

Attunement.

The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:

  • Angelic Language. You can speak, read, and write Celestial.

  • Celestial Resistance. You have resistance to necrotic and radiant damage.

  • Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

  • Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.

  • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see @condition[invisible] creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.

  • New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.

    Personality Traits
    [[/r d8]]Personality Trait
    1I treat all beings, even enemies, with respect.
    2I won't tell a lie.
    3I enjoy sharing my philosophical worldview and experiences with others.
    4I cut right to the chase in every conversation.
    5I often quote (or misquote) religious texts.
    6I anger quickly when I witness cruelty or injustice.
    7My praise and trust are earned and never given freely.
    8I like everything clean and organized.
    Ideals
    [[/r d6]]Ideal
    1Charity. I always help those in need. (Good)
    2Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful)
    3Responsibility. It is the duty of the strong to protect the weak. (Lawful)
    4Respect. All people deserve to be treated with dignity. (Good)
    5Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)
    6Redemption. All creatures are capable of change for the better. (Good)
    Bonds
    [[/r d6]]Bond
    1I have a favorite religious hymn that I constantly hum.
    2I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
    3I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams.
    4I would die for those who fight beside me, regardless of their faults.
    5I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.
    6The Sword of Zariel has chosen me. I shall not fail to wield it justly.
    Flaws
    [[/r d6]]Flaw
    1I am too quick to judge others.
    2I offer forgiveness too readily.
    3I will sacrifice innocent lives for the greater good.
    4Flaw? What flaw? I am flawless. Utter perfection!
    5I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.
    6I ignore those who do not support my plans, for my calling is higher than all others.

Holy Light.

The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.

As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.

Random Properties.

The sword has 2 @table[Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties].

Searing Radiance.

The sword deals an extra 9 ([[/r 2d8]]) radiant damage to any creature it hits, or 16 ([[/r 3d10]]) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be @condition[blinded] until the end of its next turn.

Sentience.

The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.

The sword communicates by transmitting emotion to the creature carrying or wielding it.

Truth Seer.

While holding the sword, you gain advantage on all Wisdom (@skill[Insight]) checks.

Destroying the Sword.

Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see \"Shattering the Companion\"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.

If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.

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Глоссарий имён и названий

В этой таблице дано произношение и оригинальное написание необычных имён и названий, встречающихся в приключении.

ПереводОригиналОписание
АбишайAbishaiДьявол, служащий Тиамат и не входящий в иерархию Преисподней
АмницуAmnizuВысший дьявол, сторожащий врата в Девять Преисподних
Амрик ВантампурAmrik VanthampurВторой сын герцогини Таламры Вантампур из Врат Балдура
Аркон ЖестокийArkhan the CruelЗлой драконорожденный, рыцарь Тиамат
АсмодейAsmodeusАрхидьявол, божество. Владыка Девяти Преисподних
БаалBhaalСмертный бог убийств, один из Мёртвой Троицы
БаларисталBalarystulДревняя медная драконица, тайно работающая на Бродячем Базаре
БафометBaphometДемонический владыка, покровитель минотавров
БёзельстинBazelsteenРогатый дьявол, заведующий починкой летучих крепостей в Стигийских доках
Белинн СтёлмейнBelynne StelmaneГерцогиня из Совета Четырёх, правящего Вратами Балдура
БулезауBulezauРогатый демон с гниющей плотью
Габури д'ВейланCabourey D’VaelanКухарка на вилле Вантампуров во Вратах Балдура
ГарготCargauthИсчадие ада, заточённое в Щите Скрытого Владыки
Джесса БрайтстарJhessa BrightstarСвященница Латандера в Идилльглене
Диллард ПортирDillard PortyrГерцог из Совета Четырёх, правящего Вратами Балдура
ЗариэльZarielАрхидьяволица, владычица Авернуса, первого круга Девяти Преисподних
ЙеногуYeenoghuДемонический владыка, покровитель гноллов
Кейджил ОрунмарKaejil OronmarСборщик налогов, заточённый на вилле Вантампуров
Клим ДжассоKlim JhassoЧлен патриарской (благородной) семьи Джассо из Врат Балдура
КощйщеKostchtchieДемонический владыка, покровитель части морозных великанов
Крокек’тоикCrokek'toeckИсполинский демон, который возит других демонов внутри себя
Ларейлра ТандретLaraelra ThundrethХозяйка «Низкого фонаря», таверны во Вратах Балдура
Лиара ПортирLiara PortyrКомандор Пламенного Кулака, отозванная во Врата Балдура
ЛулуLuluОллифант, страдающая потерей памяти
МаталотокMatalotokМагический молот, отнятый у Кощйще Зариэлью
МиркулMyrkulСмертный бог смерти и некромантии, один из Мёртвой Троицы
МорденкайненMordenkainenЗнаменитый архимаг, живущий в Башне Урма на Авернусе
Мортлок ВантампурMortlock VanthampurТретий сын герцогини Таламры Вантампур из Врат Балдура
НапперибоNupperiboНичтожный дьявол, распространённый в Девяти Преисподних
НарианжелаNariangelaЭриния, вахтенный офицер летучей крепости Зариэли
ОлантиусOlanthiusПадший паладин из Эльтуреля, ныне рыцарь смерти на службе Зариэли
Рея МентелморнReya MantlemornВсадница Преисподней, поклявшаяся защищать Эльтурель
Сатиир Тион-ХьюнSatiir Thione-HhuneЧлен патриарской (благородной) семьи Хьюн из Врат Балдура
СибриэксSibriexДемон, похожий на раздутый мешок гноящейся плоти
Сильвира СавикасSylvira SavikasТифлинг-архимаг, знаток Девяти Преисподних
Таламра ВентампурThalamra VanthampurГерцогиня из Совета Четырёх, правящего Вратами Балдура
Тейвиус КригThavius KreegБывший жрец Торма и высший наблюдатель Эльтуреля
Тёрствелл ВантампурThurstwell VanthampurСтарший сын герцогини Таламры Вантампур из Врат Балдура
ТиаматTiamatПятиглавая королева злых драконов, заточённая в Девяти Преисподних
ТраксигорTraxigorАрхимаг, превратившийся в выдру
ТрантолоксTrantoloxНальфешни, которого можно встретитьу Кровавой Цитадели
Альдер РёйвенгардUlder RavengardВерховный герцог Врат Балдура, начальник Пламенного Кулака
Фаластер ФискFalaster FiskПолезный шпион, заточённый в подземелье под виллой Вантампуров
Фёррия ДжинксPherria JynksПослушница Торма в Высоком Зале Эльтуреля
Фет’АлаFhetAhlaАмницу, глава конторы «Отсюда до Авернуса» на Бродячем Базаре
ХаруманHarumanПадший паладин Эльтуреля, ныне дьявол-нарзугон на службе Зариэли
Шолин ЗоразShaleen ZorazРуководительница ремонтников, заточённая на вилле Вантампуров
ЯэльYaelПогибшая защитница Эльтуреля, ныне привидение в Девяти Преисподних

Об этом приключении

Данное приключение Dungeons & Dragons рассчитано на группу из четырёх-шести персонажей 1-го уровня. Действие начина ется в городе Врата Балдура, а кончается на Авернусе, первом круге Девяти Преиспод них. К концу приключения герои должны достичь 13-го уровня или выше. Чтобы про вести это приключение, вам понадобятся Player's Handbook («Книга игрока»), Dungeon Master’s Guide («Руководство мастера подземелий») и Monster Manual («Энциклопедия чудовищ») пятой редакции.

Первую игровую встречу посвятите тому, чтобы по мочь вашим игрокам создать персонажей 1-го уровня. В ходе этого процесса персонажи смогут выбрать тёмную тайну своей группы (см. стр. 208).

Кратко о приключении

Священный город Эльтурель исчез из Забытых Ко ролевств и низвергся в Авернус, первый круг Девяти Преисподних. Это произошло из-за сделки между архи дьяволицей Зариэлью, правящей Авернусом, и подлым высшим наблюдателем Эльтуреля Тейвиусом Кригом. Зариэль захватывает города и использует их жителей как пушечное мясо в бесконечной Войне Крови между демонами и дьяволами. Следующий город на очереди у Зариэли — сосед Эльтуреля, Врата Балдура. Персонажи станут теми героями, которые спустятся на Авернус, спа сут Эльтурель от разрушения и уберегут Врата Балдура от такой же участи.

Беда во Вратах Балдура

Глава 1 начинается в городе-государстве Врата Балдура, который персонажи не могут покинуть — городские во рота закрыты, чтобы не впускать сотни беженцев из со седнего Эльтургарда. Однако ворота не могут удержать новости, что столица Эльтургарда пала, а верховный герцог Врат Балдура Ульдер Рейвенгард, отправившийся с дипломатическим визитом в Эльтурель, исчез. Совпа дение этого события с катастрофой в Эльтуреле посея ло среди балдурцев страхи: не ждёт ли Врата Балдура участь Эльтуреля?

Наших героев вербует Пламенный Кулак — армия на ёмников, охраняющая Врата Балдура. Без руководства верховного герцога Ульдера Рейвенгарда Пламенный Кулак превратился в сборище головорезов в мундирах. Задача персонажей — помочь восстановить порядок, вычислив и уничтожив последователей Бейна, Баала и Миркула — злых богов, прозванных Мёртвой Троицей. Их подлые священники, ассасины и некроманты уби вают горожан без разбора, а Пламенный Кулак дезорга низован и поглощён междоусобицей, так что не может их выследить и найти их логово. По ходу расследования персонажи узнают, что культистов Мёртвой Троицы тайно финансирует Таламра Вантампур, одна из трёх оставшихся герцогов и герцогинь, правящих городом. Она использует деньги из сокровищницы Тиамат, злой королевы драконов, заточённой в Девяти Преисподних.

Убрав с дороги герцога Ульдера Рейвенгарда, Таламра платит Мёртвой Троице, чтобы подорвать веру в Пла менный Кулак и отрезать обезглавленную организацию от любого финансирования. Таламра, фанатичная по читательница Зариэли, заключила с ней сделку, соби раясь занять пост верховной герцогини после роспуска Пламенного Кулака и обеспечить нисхождение города в Авернус. Для этой последней цели Таламре требуется артефакт Щит Скрытого Владыки, в котором заточено исчадие ада по имени Гаргот. До сих пор щит был замурован в гробнице под городом, но недавно сыновья Таламры выкрали его и перенесли в подземелье под своей виллой. Щит настолько пропитан злом, что само его присутствие во Вратах Балдура в последние десятилетия подтолкнуло город к моральному упадку.

Чтобы не дать Вратам Балдура пасть в лапы Зариэли, персонажам нужно унести щит подальше от города. Рея Ментелморн, юная воительница из Эльтуреля, подозре вает, что Вантампуры прячут у себя в поместье Тейвиуса Крига, и предлагает помощь. Взяв штурмом виллу герцогини Вантампур, персонажи обнаружат Тейвиуса в подземелье. Тейвиус помогает Таламре Вантампур использовать Щит Скрытого Владыки, чтобы привести Врата Балдура к погибели. Ранее он таким же образом с помощью Спутника (см. стр. 7) погубил Эльтурель. Если персонажи убьют Тейвиуса, его дух отправится в Девять Преисподних и обретёт там форму дьяволаамницу на Авернусе (см. стр. 129).

Визит в Кэндлкип

В ходе борьбы с Тейвиусом Кригом и семейством Ван тампур персонажи наверняка заполучат Щит Скрытого Владыки, а также дьявольскую коробку с секретом, которую не смогут открыть. Они также могут освободить шпиона, заточённого в подземелье герцогини Вантампур. Он ра ботает на тифлинга Сильвиру Савикас, которая отлично знает Девять Преисподних. Сильвира обосновалась в библиотеке Кэндлкипа и старается помешать дьяволопоклонникам, занимающим важные посты в Запад ных Землях. Она много лет следит за кознями дьяволов во Вратах Балдура, Эльтуреле и их окрестностях. Её ла зутчики искали коробку с секретом — в ней, по слухам, хранится копия дьявольского контракта, который Тей виус подписал, обрекая Эльтурель на погибель.

Если персонажи решат и дальше помогать Вратам Бал дура, им надо отправиться в Девять Преисподних и спа сти Ульдера Рейвенгарда из руин Эльтуреля. Персона жам посоветуют найти Сильвиру Савикас в Кэндлкипе. Сильвира знает, как открыть коробку Тейвиуса. Она также может организовать персонажам нисхождение в Авернус и дать им карту (которая, впрочем, недосто верна). Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение. Однако им может быть выгодно взять щит с собой — ведь Гаргот способен про вести их через Девять Преисподних, как никто другой. Со щитом или без щита, персонажи покидают Кэндлкип и отправляются к другу Сильвиры Траксигору — волшеб нику, способному с помощью заклинания планарный пере ход отправить их в Эльтурель. В башне этого волшебника они встретят оллифанта (см. стр. 242) по имени Лулу.

В Девять Преисподних!

Глава 2 начинается с прибытия персонажей в Эльтурель, прикованный исполинскими цепями под проклятым светом Спутника. Если персонажи ничего не сделают, город затянут в реку Стикс и навечно привяжут к Девяти Преисподним. Лулу изо всех сил пытается служить про водником группы на Авернусе, но воспоминания оллифанта обрывочны. Впрочем, становится ясно, что у Лулу есть некая связь с Зариэлью ещё с тех пор, как архидьяво лица была ангелом.

Обшарив Эльтурель в поисках выживших и сразив шись с отродьями Авернуса, герои встретят отважного Ульдера Рейвенгарда, который оказался в непривычном положении — защищает город, с которым привык сопер ничать. Доблестный Рейвенгард попросит персонажей сделать всё возможное, чтобы освободить Эльтурель и вернуть то, что от него осталось, на Фейрун. Для этого им придётся обойти весь Авернус и найти способ унич тожить Спутник или разбить исполинские цепи, удер живающие город, как описано в главе 3.

Авернус давно служит полем боя в бесконечной Войне Крови. Помимо сражающихся демонов и дьяволов, по пустошам Авернуса рыщут банды в поисках сокро вищ, припасов и топлива для своих боевых машин. Пер сонажи могут заключить с кем-то из них альянс, но тем самым рискуют оттолкнуть других. Заполучив боевую машину, персонажи смогут быстро перемещаться по Авернусу — обители измученных душ, поджигателей войны и дьяволов, жаждущих искусить новых героев сделками, которые погубят их души.

Чем дольше Лулу пробудет с персонажами, тем больше к ней вернётся давно забытых воспоминаний о Мече Зариэли — ангельском оружии, силы которого хватит, чтобы разрушить Спутник. После падения Зариэли меч хранился в Кровавой Цитадели — убежище небожите лей на Авернусе. Поиски меча служат основой сюжета главы 4 и ведут к откровению, что Зариэль способна вернуться к свету.

Впрочем, персонажи могут добиться успеха, даже если не получат Меч Зариэли и не помогут архидьяволице обрести искупление. Гаргот охотно на это укажет, если персонажи с ним посоветуются. Есть и другие способы освободить Эльтурель, но персонажам придётся заклю чать сделки с самыми злобными обитателями Авернуса. Герои могут поторговаться с опальным архидьяволом Белом, который жаждет занять место Зариэли и вернуть себе титул владыки Авернуса. Они могут разбудить гнев ужасающего демона Крокек’тоика и обманом заставить его перекусить цепи Эльтуреля. Они могут договориться со злым драконорожденным паладином Арконом Же стоким и через него заключить сделку с Тиамат. Вернув ей украденные сокровища, герои могут убедить Тиамат разбить цепи Эльтуреля.

Хотя эти варианты очень интересны, персонажам надо быть осторожнее, ведь сделки с дьяволами, владыки демо нов и гнев Тиамат — одни из опаснейших вещей в муль тивселенной. К тому же сама Зариэль может разгневаться на персонажей, мешающих её дьявольским козням. Чем кончится приключение — зависит от выбора, который сделают персонажи, от хаоса, который они устроят, и сделок, которые заключат, как описано в главе 5.

Предыстория приключения

Давным-давно ангел Зариэль поссорилась с собратьями на Горе Целестин из-за того, что они не вмешались в Войну Крови. Она считала, что долг ангельского воинства — уничтожать зло повсюду, а не просто стоять в сторонке, наблюдая, как демоны и дьяволы истребляют друг друга и при этом опустошают огромные части мультивселен ной. Нарушив волю своих владык, Зариэль покинула Гору Целестию и отправилась в Эльтурель, где собрала армию воинов и обучила их, чтобы сражаться в Войне Крови. Она обещала, что, когда они будут готовы, она поведёт их в бой на Авернус. Зариэль вывела свои войска из Эльтуреля в 1354 году ЛД под восторженные крики горожан. В эпической атаке, оставшейся в истории как Натиск, армия Зариэли ворва лась на Авернус и схватилась с архидьяволом Белом и его легионами. Многие воины Зариэли сражались отважно, но остальных сломили ужасы Девяти Преисподних. Они бросились наутёк обратно через портал и закрыли его за собой. Никому и никогда они не сознались в трусости и предательстве. Всадники Преисподней, как их про звали, скрывали свой позор до самой могилы.

Падение Зариэли

Зариэль потеряла большую часть армии на Авернусе. В бою ей отрубили кисть руки. Когда её меч пал наземь, Зариэль велела, чтобы Яэль, вернейшая из её генералов, забрала оружие и спрятала, не позволив дьяволам его уничтожить или исказить. Яэль взяла меч и скрылась вместе с верной спутницей Зариэли, оллифантом Лулу. Два других генерала Зариэли, Олантиус и Харуман, от казались покинуть госпожу. Всех троих схватили и от правили на Нессус, нижний круг Девяти Преисподних. Там Зариэль предстала перед Асмодеем, который принял её с распростёртыми объятьями. Владыка Девяти Преис подних похвалил Зариэль за доблесть в бою и крепость убеждений. К негодованию Бела, он предложил ей власть над Авернусом. Присягнув Асмодею и Девяти Преиспод ним, Зариэль смогла бы продолжить борьбу и истреблять демонов в Войне Крови, возглавляя легионы дьяволов. Зариэль приняла условия Асмодея, завершив тем самым падение. Харуман последовал за госпожой во тьму по доброй воле и был превращён в дьявола-нарзугона. Олан тиус покончил с собой, лишь бы не служить Асмодею, но был возрождён в виде рыцаря смерти и служит под присмотром пламенных очей Зариэли.

Спутник

Зариэль не забыла и не простила изменников, бежавших с поля боя. Она следила за Эльтурелем, выжидая момента, чтобы свершить месть. Этот день настал в 1444 году ЛД, когда на Эльтурель напал лорд-вампир. Священник Торма по имени Тейвиус Криг воззвал о помощи к любой силе, которая помогла бы ему спасти священный город. В этот миг Зариэль явилась в столпе пламени и предложила ему сделку, которую Тейвиус с радостью принял.

В небесах над Эльтурелем возникла сфера под назва нием Спутник, сиявшая как второе солнце. Её питал заточённый в ней планетар. Спутник озарял Эльтурель и его окрестности священным светом, из-за которого вампиру пришлось скрыться в тени, а его армия нежити погибла. Тейвиус Криг, заявивший, будто создал Спутник сам, был провозглашён спасителем города и вскоре занял пост высшего наблюдателя. За своё многолетнее правление Криг превратил Эльтурель не просто в свя щенный город, но в священную страну Эльтургард.

Предательство Тейвиуса

Тейвиус знал точное время, когда Спутник перестанет за щищать Эльтурель. За несколько недель до рокового часа Тейвиус пригласил верховного герцога Ульдера Рейвен- гарда из Врат Балдура посетить Эльтурель, чтобы урегу лировать давние разногласия между двумя городами. Под давлением соотечественников Рейвенгард неохотно при нял приглашение. Торжественно встретив посольство Рей- венгарда, Тейвиус Криг тайно бежал из Эльтуреля и с без опасного расстояния наблюдал, как Спутник превратился из сияющего солнца в чёрный шар, омываемый сполохами энергии. Спутник вырвал Эльтурель с Материального плана и перенёс на Авернус вместе со всеми обитателями. Немногие горожане успели сбежать, прежде чем Эльтурель исчез. Там, где он прежде стоял, остался лишь кратер.

Под видом беженца Тейвиус Криг одним из первых прибыл во Врата Балдура с вестью об «уничтожении» Эльтуреля. Он проскользнул за стены города при по мощи влиятельной подруги, герцогини Вантампур, и укрылся в её особняке.

Отыгрыш дьяволов

Как мастер, вы сами решаете, как отыгрывать дьяволов — остроумными, отчуждёнными, пафосными, коварными, безумными. Но помните главное правило: дьяволы не желают творить добро. Общаясь со смертными, они постоянно ищут способы совратить их или использовать, порой скрывая это за лживыми дружескими улыбками и обманчивым очарованием.

Важные источники

В этом приключении дело происходит в Девяти Преисподних—они описаны в главе 2 Dungeon Master’s Cuide («Руководства мастера подземелий»). Дьяволы, основные обитатели Девяти Преисподних, играют важную роль в сюжете. Прежде чем проводить приключение, советуем как следует ознакомиться с разделом «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Там описаны не только основные виды дьяволов, но также их иерархия, их поведение в соответствии с принципиальным злым мировоззрением, что им нравится, что их злит и почему они боятся умирать на родном плане бытия.

Параметры. В Monster Manual («Энциклопедии чудовищ») есть блоки параметров большинства чудовищ и персонажей мастера, встречающихся в этом приключении. Если в приключении вводится новое чудовище или персонаж мастера, вы найдёте блок параметров рядом со сценой, где оно появляется, или в приложении Г Если название существа выделено полужирным, это подсказка, что блок параметров существа есть в Monster Manual («Энциклопедии чудовищ»). Если же параметры приведены в другом месте, в тексте приключения будетуказано, где именно.

Заклинания и магические предметы. Заклинания и немагическое снаряжение, упомянутые в приключении, описаны в Player's Handbook («Книге игрока»), Магические предметы описаны в Dungeon Master's Cuide («Руководстве мастера подземелий»), если только текст приключения не ссылается на описание предмета в приложении В.

Дьявол, успешно подтолкнувший смертного к греху, заслуживает награду и вправе ожидать, что начальство его заметит и даст ему давно заслуженное повышение. Когда же такой смертный умирает, его душа оказывается заточённой в Девяти Преисподних, обретая форму ле мура (если только её не используют ещё для каких-нибудь жутких целей). Дьяволам плевать, что будет с душами их жертв, им хочется лишь получить повышение до дьявола более высокого ранга. Таким образом, за долгие века лемур может стать исчадием ада.

Но дьяволы не только искушают. Они ещё и сражаются в Войне Крови. Асмодей считает, что служить в легионах Преисподней — великая честь, ибо так дьяволы защищают мультивселенную от разрушения демонами. Это может звучать красиво, но большинство дьяволов участвует в Войне Крови, просто чтобы отличиться и заслужить ранг повыше, и не собирается вечно драться с демонами.

Если дьявол погибает за пределами Девяти Преис подних, он снова обретает тело в Девяти Преисподних, а значит, не погибает по-настоящему. Однако если дья вола убьют в Девяти Преисподних, он погибнет навеки. Неудивительно, что дома дьяволы ведут себя осторожнее, чем за его пределами.

Свойства дьяволов

Для дьяволов типичны такие свойства:

Обаяние. Дьяволы умеют очаровывать. Как и среди людей, одни справляются лучше, другие хуже. Настоящие мастера наслаждаются обменом любезностями, говорят тщательно выверенными фразами и подмечают приятные детали в окружении или одежде персонажа.

Терпение. Дьяволы редко торопятся заключать сделки и подписывать контракты. Они мастера афер с дальним прицелом. Дьяволы могут заключать со смертными по-настоящему выгодные сделки, чтобы завоевать их доверие и благодарность и обеспечить впоследствии за ключение сделок с более серьёзными последствиями.

Вежливость. Дьяволы любят делать вид, что подчиняются тем же правилам и общественным устоям, что и смертные. Дьяволы без труда притворяются и ве дут себя таким образом, какой поможет достичь их цели — как правило, контракта на службу или душу. Они давно поняли, что цивилизованными манерами можно добиться большего, чем яростью и насилием.

Коварство. Дьяволы не стареют, так что им незачем спешить с планами по завоеванию или совращению души. Это позволяет строить запутанные планы, ко торые трудно сразу разгадать. Для низших дьяволов хватит и простого принятия злого дара, но высшие дьяволы обожают впутывать персонажей в ситуации, в которых тем придётся пересмотреть свои ценности.

Беспринципность. Дьяволы злы и бездушны, не ведают ни стыда, ни смущения, ни раскаяния и готовы пойти на величайшие подлости для достижения своих целей.

Страх понижения. Дьявол, который разочарует своего начальника, может быть понижен, после чего сразу превратится в более низшую форму дьявола. Чем выше дьявол в иерархии, тем больше он боится понижения и потери власти. Поэтому дьяволы из кожи вон лезут, чтобы скрыть свои ошибки или свалить их на других.

Жизнь в Девяти Преисподних

Немалая часть приключения разворачивается на первом круге Девяти Преисподних. Это, мягко говоря, не самый типичный мир D&D. Следующие подсказки и хитрости помогут вам сделать пребывание персонажей на Авер- нусе незабываемым.

Все несчастны

Девять Преисподних — обитель горя и унижений, где никто не счастлив. Слабых дьяволов эксплуатируют и му чают начальники. Сильные живут в постоянном страхе, что их обойдут с повышением, а то и понизят. Даже когда всё вроде бы идёт как надо, радость недолговечна и лишь усиливает опасения, что дела скоро ухудшатся. Этот неиз менный пессимизм делает многих существ бесчувствен ными и желчными. Они находят извращённое удоволь ствие в том, чтобы распространять несчастье как чуму.

Вы можете напомнить игрокам, что Девять Преисподних — обитель несчастья и страдания, таким образом:

Всё ужасно

Авернус коварен: он подпитывает алчность и заставляет гостей платить или торговаться за всё, что нужно для вы живания. Большинство обитателей Авернуса несъедобно для смертных, а большинство источников воды отрав лено или загрязнено. Из-за редкости пищи и питьевой воды персонажам приходится копить запасы.

Можете напомнить игрокам об ужасах Авернуса таким образом:

Потерянный рай

Прежде чем Война Крови превратила Авернус в выжженную пустошь, он был приманкой, раем бесконечных наслаждений, созданным Асмодеем, чтобы заманивать и искушать смертных. Осколки этого рая всё ещё падают с небес Авернуса пылающими метеорами, а поверхность его испещрена руинами дворцов и идиллических садов, которые были поразительно прекрасны много лет назад.

Мимолётные напоминания о древнем рае могут являться персонажам таким образом:

Место может быть где угодно

География Девяти Преисподних капризна и изменчива. Один из главных плюсов этой планарной особенности в том, что вам не надо тщательно отслеживать, где места находятся относительно друг друга.

Хотя искажение пространства может пугать гостей плана, вам как мастеру оно даёт такие выгоды:

Ваш личный стиль

Есть простые способы проработать приключение и сделать Авернус ещё более жутким местом для вашей группы искателей приключений. Возможно, вам подойдёт один из этих методов, чтобы улучшить впечатления игроков:

","markdown":"# Глоссарий имён и названий\n\nВ этой таблице дано произношение и оригинальное написание необычных имён и названий, встречающихся в приключении.\n\n|Перевод|Оригинал|Описание|\n|:---|:---|:---:|\n|Абишай|Abishai| Дьявол, служащий Тиамат и не входящий в иерархию Преисподней|\n|Амницу|Amnizu|Высший дьявол, сторожащий врата в Девять Преисподних|\n|Амрик Вантампур|Amrik Vanthampur| Второй сын герцогини Таламры Вантампур из Врат Балдура|\n|Аркон Жестокий|Arkhan the Cruel|Злой драконорожденный, рыцарь Тиамат|\n|Асмодей|Asmodeus|Архидьявол, божество. Владыка Девяти Преисподних|\n|Баал|Bhaal|Смертный бог убийств, один из Мёртвой Троицы|\n|Баларистал|Balarystul|Древняя медная драконица, тайно работающая на Бродячем Базаре|\n|Бафомет|Baphomet|Демонический владыка, покровитель минотавров|\n|Бёзельстин|Bazelsteen|Рогатый дьявол, заведующий починкой летучих крепостей в Стигийских доках|\n|Белинн Стёлмейн|Belynne Stelmane|Герцогиня из Совета Четырёх, правящего Вратами Балдура|\n|Булезау|Bulezau|Рогатый демон с гниющей плотью|\n|Габури д'Вейлан|Cabourey D’Vaelan|Кухарка на вилле Вантампуров во Вратах Балдура|\n|Гаргот|Cargauth|Исчадие ада, заточённое в Щите Скрытого Владыки|\n|Джесса Брайтстар|Jhessa Brightstar|Священница Латандера в Идилльглене|\n|Диллард Портир|Dillard Portyr|Герцог из Совета Четырёх, правящего Вратами Балдура|\n|Зариэль|Zariel|Архидьяволица, владычица Авернуса, первого круга Девяти Преисподних|\n|Йеногу|Yeenoghu|Демонический владыка, покровитель гноллов|\n|Кейджил Орунмар|Kaejil Oronmar|Сборщик налогов, заточённый на вилле Вантампуров|\n|Клим Джассо|Klim Jhasso|Член патриарской (благородной) семьи Джассо из Врат Балдура|\n|Кощйще|Kostchtchie|Демонический владыка, покровитель части морозных великанов|\n|Крокек’тоик|Crokek'toeck|Исполинский демон, который возит других демонов внутри себя|\n|Ларейлра Тандрет|Laraelra Thundreth|Хозяйка «Низкого фонаря», таверны во Вратах Балдура|\n|Лиара Портир|Liara Portyr|Командор Пламенного Кулака, отозванная во Врата Балдура|\n|Лулу|Lulu|Оллифант, страдающая потерей памяти|\n|Маталоток|Matalotok|Магический молот, отнятый у Кощйще Зариэлью|\n|Миркул|Myrkul|Смертный бог смерти и некромантии, один из Мёртвой Троицы|\n|Морденкайнен|Mordenkainen|Знаменитый архимаг, живущий в Башне Урма на Авернусе|\n|Мортлок Вантампур|Mortlock Vanthampur|Третий сын герцогини Таламры Вантампур из Врат Балдура|\n|Напперибо|Nupperibo|Ничтожный дьявол, распространённый в Девяти Преисподних|\n|Нарианжела|Nariangela|Эриния, вахтенный офицер летучей крепости Зариэли|\n|Олантиус|Olanthius|Падший паладин из Эльтуреля, ныне рыцарь смерти на службе Зариэли|\n|Рея Ментелморн|Reya Mantlemorn|Всадница Преисподней, поклявшаяся защищать Эльтурель|\n|Сатиир Тион-Хьюн|Satiir Thione-Hhune|Член патриарской (благородной) семьи Хьюн из Врат Балдура|\n|Сибриэкс|Sibriex|Демон, похожий на раздутый мешок гноящейся плоти|\n|Сильвира Савикас|Sylvira Savikas|Тифлинг-архимаг, знаток Девяти Преисподних|\n|Таламра Вентампур|Thalamra Vanthampur|Герцогиня из Совета Четырёх, правящего Вратами Балдура|\n|Тейвиус Криг|Thavius Kreeg|Бывший жрец Торма и высший наблюдатель Эльтуреля|\n|Тёрствелл Вантампур|Thurstwell Vanthampur|Старший сын герцогини Таламры Вантампур из Врат Балдура|\n|Тиамат|Tiamat| Пятиглавая королева злых драконов, заточённая в Девяти Преисподних|\n|Траксигор|Traxigor|Архимаг, превратившийся в выдру|\n|Трантолокс|Trantolox|Нальфешни, которого можно встретитьу Кровавой Цитадели|\n|Альдер Рёйвенгард|Ulder Ravengard|Верховный герцог Врат Балдура, начальник Пламенного Кулака|\n|Фаластер Фиск|Falaster Fisk|Полезный шпион, заточённый в подземелье под виллой Вантампуров|\n|Фёррия Джинкс|Pherria Jynks|Послушница Торма в Высоком Зале Эльтуреля|\n|Фет’Ала|FhetAhla|Амницу, глава конторы «Отсюда до Авернуса» на Бродячем Базаре|\n|Харуман|Haruman|Падший паладин Эльтуреля, ныне дьявол-нарзугон на службе Зариэли|\n|Шолин Зораз|Shaleen Zoraz|Руководительница ремонтников, заточённая на вилле Вантампуров|\n|Яэль|Yael|Погибшая защитница Эльтуреля, ныне привидение в Девяти Преисподних|\n\n# Об этом приключении \n\nДанное приключение Dungeons & Dragons рассчитано на группу из четырёх-шести персонажей 1-го уровня. Действие начина ется в городе Врата Балдура, а кончается на Авернусе, первом круге Девяти Преиспод них. К концу приключения герои должны достичь 13-го уровня или выше. Чтобы про вести это приключение, вам понадобятся Player's Handbook («Книга игрока»), Dungeon Master’s Guide («Руководство мастера подземелий») и Monster Manual («Энциклопедия чудовищ») пятой редакции. \n\nПервую игровую встречу посвятите тому, чтобы по мочь вашим игрокам создать персонажей 1-го уровня. В ходе этого процесса персонажи смогут выбрать тёмную тайну своей группы (см. стр. 208). \n\n## Кратко о приключении \n\nСвященный город Эльтурель исчез из Забытых Ко ролевств и низвергся в Авернус, первый круг Девяти Преисподних. Это произошло из-за сделки между архи дьяволицей Зариэлью, правящей Авернусом, и подлым высшим наблюдателем Эльтуреля Тейвиусом Кригом. Зариэль захватывает города и использует их жителей как пушечное мясо в бесконечной Войне Крови между демонами и дьяволами. Следующий город на очереди у Зариэли — сосед Эльтуреля, Врата Балдура. Персонажи станут теми героями, которые спустятся на Авернус, спа сут Эльтурель от разрушения и уберегут Врата Балдура от такой же участи. \n\n### Беда во Вратах Балдура \n\nГлава 1 начинается в городе-государстве Врата Балдура, который персонажи не могут покинуть — городские во рота закрыты, чтобы не впускать сотни беженцев из со седнего Эльтургарда. Однако ворота не могут удержать новости, что столица Эльтургарда пала, а верховный герцог Врат Балдура Ульдер Рейвенгард, отправившийся с дипломатическим визитом в Эльтурель, исчез. Совпа дение этого события с катастрофой в Эльтуреле посея ло среди балдурцев страхи: не ждёт ли Врата Балдура участь Эльтуреля? \n\nНаших героев вербует Пламенный Кулак — армия на ёмников, охраняющая Врата Балдура. Без руководства верховного герцога Ульдера Рейвенгарда Пламенный Кулак превратился в сборище головорезов в мундирах. Задача персонажей — помочь восстановить порядок, вычислив и уничтожив последователей Бейна, Баала и Миркула — злых богов, прозванных Мёртвой Троицей. Их подлые священники, ассасины и некроманты уби вают горожан без разбора, а Пламенный Кулак дезорга низован и поглощён междоусобицей, так что не может их выследить и найти их логово. По ходу расследования персонажи узнают, что культистов Мёртвой Троицы тайно финансирует Таламра Вантампур, одна из трёх оставшихся герцогов и герцогинь, правящих городом. Она использует деньги из сокровищницы Тиамат, злой королевы драконов, заточённой в Девяти Преисподних. \n\nУбрав с дороги герцога Ульдера Рейвенгарда, Таламра платит Мёртвой Троице, чтобы подорвать веру в Пла менный Кулак и отрезать обезглавленную организацию от любого финансирования. Таламра, фанатичная по читательница Зариэли, заключила с ней сделку, соби раясь занять пост верховной герцогини после роспуска Пламенного Кулака и обеспечить нисхождение города в Авернус. Для этой последней цели Таламре требуется артефакт Щит Скрытого Владыки, в котором заточено исчадие ада по имени Гаргот. До сих пор щит был замурован в гробнице под городом, но недавно сыновья Таламры выкрали его и перенесли в подземелье под своей виллой. Щит настолько пропитан злом, что само его присутствие во Вратах Балдура в последние десятилетия подтолкнуло город к моральному упадку. \n\nЧтобы не дать Вратам Балдура пасть в лапы Зариэли, персонажам нужно унести щит подальше от города. Рея Ментелморн, юная воительница из Эльтуреля, подозре вает, что Вантампуры прячут у себя в поместье Тейвиуса Крига, и предлагает помощь. Взяв штурмом виллу герцогини Вантампур, персонажи обнаружат Тейвиуса в подземелье. Тейвиус помогает Таламре Вантампур использовать Щит Скрытого Владыки, чтобы привести Врата Балдура к погибели. Ранее он таким же образом с помощью Спутника (см. стр. 7) погубил Эльтурель. Если персонажи убьют Тейвиуса, его дух отправится в Девять Преисподних и обретёт там форму дьяволаамницу на Авернусе (см. стр. 129). \n\n### Визит в Кэндлкип\n\nВ ходе борьбы с Тейвиусом Кригом и семейством Ван тампур персонажи наверняка заполучат Щит Скрытого Владыки, а также дьявольскую коробку с секретом, которую не смогут открыть. Они также могут освободить шпиона, заточённого в подземелье герцогини Вантампур. Он ра ботает на тифлинга Сильвиру Савикас, которая отлично знает Девять Преисподних. Сильвира обосновалась в библиотеке Кэндлкипа и старается помешать дьяволопоклонникам, занимающим важные посты в Запад ных Землях. Она много лет следит за кознями дьяволов во Вратах Балдура, Эльтуреле и их окрестностях. Её ла зутчики искали коробку с секретом — в ней, по слухам, хранится копия дьявольского контракта, который Тей виус подписал, обрекая Эльтурель на погибель. \n\nЕсли персонажи решат и дальше помогать Вратам Бал дура, им надо отправиться в Девять Преисподних и спа сти Ульдера Рейвенгарда из руин Эльтуреля. Персона жам посоветуют найти Сильвиру Савикас в Кэндлкипе. Сильвира знает, как открыть коробку Тейвиуса. Она также может организовать персонажам нисхождение в Авернус и дать им карту (которая, впрочем, недосто верна). Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение. Однако им может быть выгодно взять щит с собой — ведь Гаргот способен про вести их через Девять Преисподних, как никто другой. Со щитом или без щита, персонажи покидают Кэндлкип и отправляются к другу Сильвиры Траксигору — волшеб нику, способному с помощью заклинания планарный пере ход отправить их в Эльтурель. В башне этого волшебника они встретят оллифанта (см. стр. 242) по имени Лулу.\n\n### В Девять Преисподних! \n\nГлава 2 начинается с прибытия персонажей в Эльтурель, прикованный исполинскими цепями под проклятым светом Спутника. Если персонажи ничего не сделают, город затянут в реку Стикс и навечно привяжут к Девяти Преисподним. Лулу изо всех сил пытается служить про водником группы на Авернусе, но воспоминания оллифанта обрывочны. Впрочем, становится ясно, что у Лулу есть некая связь с Зариэлью ещё с тех пор, как архидьяво лица была ангелом. \n\nОбшарив Эльтурель в поисках выживших и сразив шись с отродьями Авернуса, герои встретят отважного Ульдера Рейвенгарда, который оказался в непривычном положении — защищает город, с которым привык сопер ничать. Доблестный Рейвенгард попросит персонажей сделать всё возможное, чтобы освободить Эльтурель и вернуть то, что от него осталось, на Фейрун. Для этого им придётся обойти весь Авернус и найти способ унич тожить Спутник или разбить исполинские цепи, удер живающие город, как описано в главе 3. \n\nАвернус давно служит полем боя в бесконечной Войне Крови. Помимо сражающихся демонов и дьяволов, по пустошам Авернуса рыщут банды в поисках сокро вищ, припасов и топлива для своих боевых машин. Пер сонажи могут заключить с кем-то из них альянс, но тем самым рискуют оттолкнуть других. Заполучив боевую машину, персонажи смогут быстро перемещаться по Авернусу — обители измученных душ, поджигателей войны и дьяволов, жаждущих искусить новых героев сделками, которые погубят их души. \n\nЧем дольше Лулу пробудет с персонажами, тем больше к ней вернётся давно забытых воспоминаний о Мече Зариэли — ангельском оружии, силы которого хватит, чтобы разрушить Спутник. После падения Зариэли меч хранился в Кровавой Цитадели — убежище небожите лей на Авернусе. Поиски меча служат основой сюжета главы 4 и ведут к откровению, что Зариэль способна вернуться к свету. \n\nВпрочем, персонажи могут добиться успеха, даже если не получат Меч Зариэли и не помогут архидьяволице обрести искупление. Гаргот охотно на это укажет, если персонажи с ним посоветуются. Есть и другие способы освободить Эльтурель, но персонажам придётся заклю чать сделки с самыми злобными обитателями Авернуса. Герои могут поторговаться с опальным архидьяволом Белом, который жаждет занять место Зариэли и вернуть себе титул владыки Авернуса. Они могут разбудить гнев ужасающего демона Крокек’тоика и обманом заставить его перекусить цепи Эльтуреля. Они могут договориться со злым драконорожденным паладином Арконом Же стоким и через него заключить сделку с Тиамат. Вернув ей украденные сокровища, герои могут убедить Тиамат разбить цепи Эльтуреля. \n\nХотя эти варианты очень интересны, персонажам надо быть осторожнее, ведь сделки с дьяволами, владыки демо нов и гнев Тиамат — одни из опаснейших вещей в муль тивселенной. К тому же сама Зариэль может разгневаться на персонажей, мешающих её дьявольским козням. Чем кончится приключение — зависит от выбора, который сделают персонажи, от хаоса, который они устроят, и сделок, которые заключат, как описано в главе 5.\n\n## Предыстория приключения \n\nДавным-давно ангел Зариэль поссорилась с собратьями на Горе Целестин из-за того, что они не вмешались в Войну Крови. Она считала, что долг ангельского воинства — уничтожать зло повсюду, а не просто стоять в сторонке, наблюдая, как демоны и дьяволы истребляют друг друга и при этом опустошают огромные части мультивселен ной. Нарушив волю своих владык, Зариэль покинула Гору Целестию и отправилась в Эльтурель, где собрала армию воинов и обучила их, чтобы сражаться в Войне Крови. Она обещала, что, когда они будут готовы, она поведёт их в бой на Авернус. Зариэль вывела свои войска из Эльтуреля в 1354 году ЛД под восторженные крики горожан. В эпической атаке, оставшейся в истории как Натиск, армия Зариэли ворва лась на Авернус и схватилась с архидьяволом Белом и его легионами. Многие воины Зариэли сражались отважно, но остальных сломили ужасы Девяти Преисподних. Они бросились наутёк обратно через портал и закрыли его за собой. Никому и никогда они не сознались в трусости и предательстве. Всадники Преисподней, как их про звали, скрывали свой позор до самой могилы. \n\n### Падение Зариэли \n\nЗариэль потеряла большую часть армии на Авернусе. В бою ей отрубили кисть руки. Когда её меч пал наземь, Зариэль велела, чтобы Яэль, вернейшая из её генералов, забрала оружие и спрятала, не позволив дьяволам его уничтожить или исказить. Яэль взяла меч и скрылась вместе с верной спутницей Зариэли, оллифантом Лулу. Два других генерала Зариэли, Олантиус и Харуман, от казались покинуть госпожу. Всех троих схватили и от правили на Нессус, нижний круг Девяти Преисподних. Там Зариэль предстала перед Асмодеем, который принял её с распростёртыми объятьями. Владыка Девяти Преис подних похвалил Зариэль за доблесть в бою и крепость убеждений. К негодованию Бела, он предложил ей власть над Авернусом. Присягнув Асмодею и Девяти Преиспод ним, Зариэль смогла бы продолжить борьбу и истреблять демонов в Войне Крови, возглавляя легионы дьяволов. Зариэль приняла условия Асмодея, завершив тем самым падение. Харуман последовал за госпожой во тьму по доброй воле и был превращён в дьявола-нарзугона. Олан тиус покончил с собой, лишь бы не служить Асмодею, но был возрождён в виде рыцаря смерти и служит под присмотром пламенных очей Зариэли.\n\n### Спутник \n\nЗариэль не забыла и не простила изменников, бежавших с поля боя. Она следила за Эльтурелем, выжидая момента, чтобы свершить месть. Этот день настал в 1444 году ЛД, когда на Эльтурель напал лорд-вампир. Священник Торма по имени Тейвиус Криг воззвал о помощи к любой силе, которая помогла бы ему спасти священный город. В этот миг Зариэль явилась в столпе пламени и предложила ему сделку, которую Тейвиус с радостью принял. \n\nВ небесах над Эльтурелем возникла сфера под назва нием Спутник, сиявшая как второе солнце. Её питал заточённый в ней планетар. Спутник озарял Эльтурель и его окрестности священным светом, из-за которого вампиру пришлось скрыться в тени, а его армия нежити погибла. Тейвиус Криг, заявивший, будто создал Спутник сам, был провозглашён спасителем города и вскоре занял пост высшего наблюдателя. За своё многолетнее правление Криг превратил Эльтурель не просто в свя щенный город, но в священную страну Эльтургард. \n\n### Предательство Тейвиуса \n\nТейвиус знал точное время, когда Спутник перестанет за щищать Эльтурель. За несколько недель до рокового часа Тейвиус пригласил верховного герцога Ульдера Рейвен- гарда из Врат Балдура посетить Эльтурель, чтобы урегу лировать давние разногласия между двумя городами. Под давлением соотечественников Рейвенгард неохотно при нял приглашение. Торжественно встретив посольство Рей- венгарда, Тейвиус Криг тайно бежал из Эльтуреля и с без опасного расстояния наблюдал, как Спутник превратился из сияющего солнца в чёрный шар, омываемый сполохами энергии. Спутник вырвал Эльтурель с Материального плана и перенёс на Авернус вместе со всеми обитателями. Немногие горожане успели сбежать, прежде чем Эльтурель исчез. Там, где он прежде стоял, остался лишь кратер. \n\nПод видом беженца Тейвиус Криг одним из первых прибыл во Врата Балдура с вестью об «уничтожении» Эльтуреля. Он проскользнул за стены города при по мощи влиятельной подруги, герцогини Вантампур, и укрылся в её особняке. \n\n## Отыгрыш дьяволов \n\nКак мастер, вы сами решаете, как отыгрывать дьяволов — остроумными, отчуждёнными, пафосными, коварными, безумными. Но помните главное правило: дьяволы не желают творить добро. Общаясь со смертными, они постоянно ищут способы совратить их или использовать, порой скрывая это за лживыми дружескими улыбками и обманчивым очарованием.\n\n>Важные источники В этом приключении дело происходит в Девяти Преисподних—они описаны в главе 2 Dungeon Master’s Cuide («Руководства мастера подземелий»). Дьяволы, основные обитатели Девяти Преисподних, играют важную роль в сюжете. Прежде чем проводить приключение, советуем как следует ознакомиться с разделом «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Там описаны не только основные виды дьяволов, но также их иерархия, их поведение в соответствии с принципиальным злым мировоззрением, что им нравится, что их злит и почему они боятся умирать на родном плане бытия. \n\n>***Параметры***. В Monster Manual («Энциклопедии чудовищ») есть блоки параметров большинства чудовищ и персонажей мастера, встречающихся в этом приключении. Если в приключении вводится новое чудовище или персонаж мастера, вы найдёте блок параметров рядом со сценой, где оно появляется, или в приложении Г Если название существа выделено полужирным, это подсказка, что блок параметров существа есть в Monster Manual («Энциклопедии чудовищ»). Если же параметры приведены в другом месте, в тексте приключения будетуказано, где именно. \n\n>***Заклинания и магические предметы***. Заклинания и немагическое снаряжение, упомянутые в приключении, описаны в Player's Handbook («Книге игрока»), Магические предметы описаны в Dungeon Master's Cuide («Руководстве мастера подземелий»), если только текст приключения не ссылается на описание предмета в приложении В.\n\nДьявол, успешно подтолкнувший смертного к греху, заслуживает награду и вправе ожидать, что начальство его заметит и даст ему давно заслуженное повышение. Когда же такой смертный умирает, его душа оказывается заточённой в Девяти Преисподних, обретая форму ле мура (если только её не используют ещё для каких-нибудь жутких целей). Дьяволам плевать, что будет с душами их жертв, им хочется лишь получить повышение до дьявола более высокого ранга. Таким образом, за долгие века лемур может стать исчадием ада. \n\nНо дьяволы не только искушают. Они ещё и сражаются в Войне Крови. Асмодей считает, что служить в легионах Преисподней — великая честь, ибо так дьяволы защищают мультивселенную от разрушения демонами. Это может звучать красиво, но большинство дьяволов участвует в Войне Крови, просто чтобы отличиться и заслужить ранг повыше, и не собирается вечно драться с демонами. \n\nЕсли дьявол погибает за пределами Девяти Преис подних, он снова обретает тело в Девяти Преисподних, а значит, не погибает по-настоящему. Однако если дья вола убьют в Девяти Преисподних, он погибнет навеки. Неудивительно, что дома дьяволы ведут себя осторожнее, чем за его пределами. \n\n### Свойства дьяволов \n\nДля дьяволов типичны такие свойства: \n\n**Обаяние**. Дьяволы умеют очаровывать. Как и среди людей, одни справляются лучше, другие хуже. Настоящие мастера наслаждаются обменом любезностями, говорят тщательно выверенными фразами и подмечают приятные детали в окружении или одежде персонажа. \n\n**Терпение**. Дьяволы редко торопятся заключать сделки и подписывать контракты. Они мастера афер с дальним прицелом. Дьяволы могут заключать со смертными по-настоящему выгодные сделки, чтобы завоевать их доверие и благодарность и обеспечить впоследствии за ключение сделок с более серьёзными последствиями. \n\n**Вежливость**. Дьяволы любят делать вид, что подчиняются тем же правилам и общественным устоям, что и смертные. Дьяволы без труда притворяются и ве дут себя таким образом, какой поможет достичь их цели — как правило, контракта на службу или душу. Они давно поняли, что цивилизованными манерами можно добиться большего, чем яростью и насилием. \n\n**Коварство**. Дьяволы не стареют, так что им незачем спешить с планами по завоеванию или совращению души. Это позволяет строить запутанные планы, ко торые трудно сразу разгадать. Для низших дьяволов хватит и простого принятия злого дара, но высшие дьяволы обожают впутывать персонажей в ситуации, в которых тем придётся пересмотреть свои ценности. \n\n**Беспринципность**. Дьяволы злы и бездушны, не ведают ни стыда, ни смущения, ни раскаяния и готовы пойти на величайшие подлости для достижения своих целей. \n\n**Страх понижения**. Дьявол, который разочарует своего начальника, может быть понижен, после чего сразу превратится в более низшую форму дьявола. Чем выше дьявол в иерархии, тем больше он боится понижения и потери власти. Поэтому дьяволы из кожи вон лезут, чтобы скрыть свои ошибки или свалить их на других.\n\n## Жизнь в Девяти Преисподних \n\nНемалая часть приключения разворачивается на первом круге Девяти Преисподних. Это, мягко говоря, не самый типичный мир D&D. Следующие подсказки и хитрости помогут вам сделать пребывание персонажей на Авер- нусе незабываемым. \n\n### Все несчастны \n\nДевять Преисподних — обитель горя и унижений, где никто не счастлив. Слабых дьяволов эксплуатируют и му чают начальники. Сильные живут в постоянном страхе, что их обойдут с повышением, а то и понизят. Даже когда всё вроде бы идёт как надо, радость недолговечна и лишь усиливает опасения, что дела скоро ухудшатся. Этот неиз менный пессимизм делает многих существ бесчувствен ными и желчными. Они находят извращённое удоволь ствие в том, чтобы распространять несчастье как чуму. \n\nВы можете напомнить игрокам, что Девять Преисподних — обитель несчастья и страдания, таким образом: \n\n* В разговорах с персонажами обитатели Девяти Преисподних причитают о несчастьях и винят в своих страданиях других. \n* Когда персонаж чего-то добивается, можете каким-то образом подпортить триумф. К примеру, у персонажа порвётся ремень или местное насекомое ужалит его в шею и оставит там рану. \n* Если персонаж получает 1 на кости при броске атаки немагическим оружием, можете решить, что оружие сломалось. \n\n### Всё ужасно \n\nАвернус коварен: он подпитывает алчность и заставляет гостей платить или торговаться за всё, что нужно для вы живания. Большинство обитателей Авернуса несъедобно для смертных, а большинство источников воды отрав лено или загрязнено. Из-за редкости пищи и питьевой воды персонажам приходится копить запасы. \n\nМожете напомнить игрокам об ужасах Авернуса таким образом: \n\n* Любая еда и напитки, принесённые персонажами на Авернус или призванные с помощью магии, оста ются питательными, но обретают ужасный вкус, если их употребить здесь. Еда на вкус как пепел, вода — как желчь, а вино — как прокисшее молоко. \n* Если персонажи хотят вкусной еды, её придётся купить у торговцев с лицензией, таких как ракшаса Махади, владелец ресторана «Адское вознесение» (см. стр. 124). Цена вкусной еды всегда довольно высока. \n* Когда персонаж поступает эгоистично, можете возна градить эгоизм, дав ему вдохновение (описано в главе 4 Player's Handbook [«Книги игрока»]). В отличие от обычного вдохновения, его нельзя передать другому существу. \n\n### Потерянный рай \n\nПрежде чем Война Крови превратила Авернус в выжженную пустошь, он был приманкой, раем бесконечных наслаждений, созданным Асмодеем, чтобы заманивать и искушать смертных. Осколки этого рая всё ещё падают с небес Авернуса пылающими метеорами, а поверхность его испещрена руинами дворцов и идиллических садов, которые были поразительно прекрасны много лет назад. \n\nМимолётные напоминания о древнем рае могут являться персонажам таким образом:\n\n* Странствуя по Авернусу, персонажи видят фантасти ческий мираж: грандиозный дворец или сад-оазис. Он исчезает, когда к нему подойдут ближе чем на 100 футов. \n* Случайно выбранный персонаж слышит прекрас ную музыку или смех, чует аромат цветов или духов или ощущает нежное прикосновение. Ощущение как будто не имеет источника и исчезает через пару мгновений. \n* Персонажи находят реликвию, пережившую падение рая, вроде красивой вазы или рухнувшей статуи. Пер вый персонаж, коснувшийся реликвии, переживает мимолётный миг незамутнённой радости. \n\n### Место может быть где угодно \n\nГеография Девяти Преисподних капризна и изменчива. Один из главных плюсов этой планарной особенности в том, что вам не надо тщательно отслеживать, где места находятся относительно друг друга. \n\nХотя искажение пространства может пугать гостей плана, вам как мастеру оно даёт такие выгоды: \n\n* Вы можете сами решать, сколько времени у персона жей займёт переход с места на место. К примеру, пер сонажам придётся пройти 6 миль, чтобы попасть из форта Костяшек на холм Харумана, а обратно с холма Харумана в форт Костяшек — уже 60 миль. \n* Если персонажи куда-то спешат, из ниоткуда может появиться бес и за монету души или другой ценный предмет показать им короткий путь, позволяя вдвое сократить расстояние до цели. \n* Бродячий Базар (см. стр. 123) может появиться в Девяти Преисподних где угодно в любой момент. Если игроки не знают, куда дальше идти и что делать, или если вы хотите преподнести им сюрприз и развлечь забав ной возможностью для отыгрыша, пусть неподалёку появится Бродячий Базар, где бы он до этого ни был в прошлый раз. \n\n### Ваш личный стиль \n\nЕсть простые способы проработать приключение и сделать Авернус ещё более жутким местом для вашей группы искателей приключений. Возможно, вам подойдёт один из этих методов, чтобы улучшить впечатления игроков: \n\n* Узнайте, что пугает персонажей. В начале приклю чения попросите каждого игрока записать три вещи, которых боится их персонаж. Приберегите их, пока группа не достигнет Девяти Преисподних, а затем с их помощью дополните ужасы Авернуса. \n* Держите под рукой список изъянов, которые игроки вы брали при первоначальном создании персонажей, чтобы напоминать игрокам об этих изъянах, когда обстоятель ства бросают им вызов. К примеру, персонаж с проис хождением «народный герой» может иметь изъян: «Мне часто кажется, что меня пытаются обмануть». Пусть игрок борется с этим изъяном во время переговоров с дьяволами и прочими обитателями Авернуса"},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705525748956,"modifiedTime":1705951006673,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":200000,"name":"(ур.1-4) Глава 1. Повесть о двух городах","type":"text","_id":"2PJYyY0XY2LmfhdF","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Для персонажей 1-4-го уровней

Персонажи, насильно завербованные в Пламен ный Кулак, ищут и истребляют культистов Мёрт вой Троицы, угрожающих Вратам Балдура. Когда они узнают про козни семейства Вантампур, у них появится шанс столкнуться с Тейвиусом Кригом, виновником падения Эльтуреля. Затем они отпра вятся в Кэндлкип, чтобы открыть таинственную коробку с секретом и найти безопасный путь в Девять Преисподних.


Вpaтa Балдура были основаны как порт, в котором торговцы встречались с духосветами — наро дом с Побережья Мечей, зажигавшим огни, чтобы в туман привлекать суда к берегам. Когда же корабли садились на мель, духосветы разграбляли их обломки и доставляли награб ленное во Врата Балдура на северном берегу излучины реки Чионтар и продавали добычу. За долгие годы Врата Балдура выросли и пре вратились в город с крепостной стеной. В наши дни на его туманных улицах льётся кровь тех несчаст ных, кто пал жертвой жестоких авантюристов, многие из которых величают себя благородными, торговцами, пиратами или ассасинами. Армия наёмников под назва нием Пламенный Кулак поддерживает порядок в городе, а подчиняются они верховному герцогу Ульдеру Рейвенгарду. Бойцы Пламенного Кулака плевать хотели на пра восудие; им нужны лишь власть и монеты. Но, несмотря на жестокую репутацию Кулака, верховного герцога почитают как честного и разумного человека.

Город Эльтурель, столица Эльтургарда, стоит на той же реке Чионтар, выше по течению. Если у Врат Балдура заслуженная репутация змеиного гнезда, то Эльтурель считают светочем веры, порядка и высокой культуры. Два города давно и жестоко соперничают — всё началось с того, что во Вратах Балдура повадились забирать груз и деньги с кораблей, направлявшихся в Эльтурель и об ратно, подрывая его морскую торговлю. Хотя конфликты между Вратами Балдура и Эльтурелем никогда не дохо дили до военных действий, отношения между городами давно испорчены — пожалуй, даже слишком давно.

Падение Эльтуреля

Десятидневку назад верховный герцог Ульдер Рейвенгард покинул Врата Балдура с отрядом солдат Пламен ного Кулака. Он отправился с дипломатической миссией в Эльтурель, приняв официальное приглашение от выс шего наблюдателя Эльтуреля Тейвиуса Крига. Рейвенгард был не в восторге от этой идеи. Остальным членам Совета Четырёх, правящего Вратами Балдура, пришлось месяцами уговаривать его принять приглашение и по сетить Эльтурель, оставив Врата Балдура в их опытных руках. Герцогиня Таламра Вантампур была особо убе дительна, собрав множество прошений от благородных и вожаков простонародья.

Вскоре после приезда Рейвенгарда в Эльтурель город затянуло в Девять Преисподних и стёрло с карты мира. Учитывая расстояние между городами, неудивительно, что жители Врат Балдура не узнали о гибели Эльтуреля, пока беженцы из Эльтургарда не начали прибывать к ним толпами. Слухи об исчезновении Эльтуреля распространяются словно пожар, и во Вратах Балдура боятся, что им грозит та же судьба. Заодно паника охва тила бойцов Пламенного Кулака, который внезапно оказался без сильного лидера.

В отсутствие верховного герцога власть во Вратах Бал дура переходит троим оставшимся членам совета — Дил ларду Портиру, Белинн Стелмейн и Таламре Вантампур. Герцог Портир даже пошёл на то, чтобы отозвать свою племянницу Лиару Портир с поста командора Пла менного Кулака в форте Белуриан в Чалте, надеясь, что именно она сможет сохранить порядок среди наёмников. Однако её корабль ещё не прибыл. Тем временем беженцы из Эльтургарда продолжают прибывать, рассказывая, что от Эльтургарда не осталось ничего, кроме кратера в земле.

Среди покинувших Эльтургард есть несколько Всад ников Преисподней — паладинов, присягнувших защи щать Эльтурель. Они избежали гибели вместе с городом лишь потому, что не были там в момент падения. Пла менный Кулак старается арестовывать их на месте, чтобы они не устроили во Вратах Балдура беспорядки. Но Всад ники Преисподней так просто не сдаются, что ведёт к насилию и кровопролитию.

Зло во Вратах Балдура

Без управления Ульдера Рейвенгарда капитаны Пла менного Кулака жестоко навязывают свою власть под предлогом сохранения порядка. Они заперли городские ворота, чтобы не пускать во Врата Балдура «опасных» беженцев, и фактически сделали балдурцев пленни ками в собственном городе. Пока Пламенный Кулак занят проблемой беженцев, горожан ловят и убивают на улицах последователи Мёртвой Троицы — злых богов Бейна, Баала и Миркула. Поскольку Пламенный Кулак им больше не помеха, культисты обнаглели и теперь сво бодно ходят по городу. Их тайно финансирует и поддер живает герцогиня Таламра Вантампур.

Среди первых беженцев, прибывших во Врата Бал дура, был не кто иной, как Тейвиус Криг, виновник ги бели Эльтуреля. Герцогиня Вантампур спрятала Крига в подземелье под своей виллой, пока Вратам Балдура не придёт время разделить судьбу Эльтуреля. Как и Криг, семейство Вантампур давно в долгу перед Зариэлью, ар хидьяволицей Авернуса. Используя деньги, украденные приспешниками Зариэли на Авернусе из сокровищ ницы Тиамат, герцогиня Вантампур наняла культистов Мёртвой Троицы, чтобы те сеяли хаос. Тем временем её сыновья украли Щит Скрытого Владыки из гробницы под городом. С помощью этого магического щита гер цогиня Вантампур и Тейвиус Криг надеются привести Врата Балдура к погибели так же, как Спутник погубил Эльтурель. В щите заточёна сущность могущественного дьявола по имени Гаргот, само присутствие которого во Вратах Балдура пробуждает зло в сердцах горожан.

Чтобы спасти Врата Балдура, искателям приключений надо победить культистов Мёртвой Троицы, отследить, какой злодей их финансирует, забрать Щит Скрытого Владыки у герцогини Вантампур и разыскать великого герцога Ульдера Рейвенгарда в Девяти Преисподних.

Проведение этой главы

На диаграмме 1.1 представлены ключевые события этой главы по порядку. Искатели приключений начи нают как персонажи 1-го уровня, поднимаются до 2-го, если переживут сцену в @UUID[.2PJYyY0XY2LmfhdF#(ur.1)-taverna-«elьfijskaya-pesnь»]{таверне «Эльфийская песнь»} (стр. 16), и до з-го, когда захватят @UUID[.2PJYyY0XY2LmfhdF#(ur.2)-podzemelьe-myortvoj-troicy]{подземелье Мёртвой Троицы} (стр. 20). Трудности, которые они преодолеют в «@UUID[.2PJYyY0XY2LmfhdF#(ur.3)-«nizkij-fonarь»]{Низком фонаре}» (стр. 28) и на @UUID[.2PJYyY0XY2LmfhdF#(ur.3)-villa-vantampurov]{вилле Вантампуров} (стр. 32), достаточно велики, чтобы получить 4-й уровень. Исследовав @UUID[.2PJYyY0XY2LmfhdF#(ur.4)-podzemelьe-villy]{подземелье виллы} (стр. 37) и добыв ценные сведения в @UUID[.2PJYyY0XY2LmfhdF#doroga-do-kendlkipa]{Кэндлкипе }(стр. 45), персонажи достигнут 5-го уровня, прежде чем отправляться в Девять Преисподних в главе 2.

(ур.1) Ворота Василиска

Вскоре после прибытия к воротам Василиска персонажей вербует капитан Пламенного Кулака и велит им отыскать и перебить последователей Мёртвой Троицы, устроивших серию убийств.


@UUID[Playlist.4guFJ8iKsmlFAm2s.PlaylistSound.10hY1mYv5PSEPoWs]{2 Welcome To Baldur S Gate Descent Into Avernus Soundtrack By Travis Savoie}

Зачитайте или перескажите следующий текст, чтобы начать приключение.

Добро пожаловать во Врата Балдура—печально известное крысиное и змеиное гнездо, раскинувшееся на скалистых берегах над рекой Чионтар. С высоких насестов в Верхнем Городе местные благородные, которых называют патриарами, с плохо скрываемым презрением взирают на простонародье из мрачного Нижнего Города, окружающего туманную гавань. Врата Балдура провоняли кровью, преступлениями — и возможностями. Нетрудно понять, почему пираты и торговцы слетаются на этот запах, как мухи на мертвечину.

Если подняться выше по реке на восток, вы попадёте в Эльтурель—столицу священной страны Эльтургард. По крайней мере, так было всего несколько дней назад. Теперь же поток беженцев из Эльтуреля принёс ужасные вести: город пал. Все думают, что Врата Балдура на оче реди, но никто не знает, кто или что погубило Эльтурель.

Патриары платят армии наёмников под названием Пламенный Кулак, чтобы те защищали их интересы во Вратах Балдура, как и сам город. Пламенный Кулак обрёл ещё больше власти после того, как несколько лет назад их харизматичный вожак Ульдер Рейвенгард получил титул верховного герцога. Но теперь Рейвенгард пропал. В его отсутствие Пламенный Кулак запер городские ворота, чтобы пресечь бесконечный поток беженцев. Никого не впускают и не выпускают.

Всё это вы узнали вскоре после того, как вас принудительно завербовали в Пламенный Кулак, чтобы защищать город. Вам приказано поговорить с капитаном Зоджем у ворот Василиска. Они находятся в восточной стене города и названы так в честь многочисленных статуй, стоящих в нишах и на зубцах её бастионов. За запертыми створками ворот Василиска тянется грунтовая дорога, ведущая через трущобы Внешнего Города к мосту под названием Переправа Змия, а оттуда в далёкие края.

Десятки солдат Пламенного Кулака пытаются сдержать толпу разъярённых простолюдинов, желающих покинуть город. Вам предстоит найти капитана Зоджа, имея лишь примерное описание—высокий мужчина с длинными чёрными волосами и кожаной повязкой на глазу. Между солдатами и простолюдинами завязывается драка, и вы, наконец, замечаете одноглазого капитана, который врывается в самую её гущу, раздавая тумаки направо и налево. Обычный день в Городе Крови!

Приток беженцев из Эльтургарда и неясная судьба Ульдера Рейвенгарда заставляют капитана Дармина Зоджа (принципиальный злой человек, ветеран) проявить себя, чтобы доказать, что он достоин командовать в Пламенном Кулаке, — иначе какой-нибудь соперник обойдёт его в ближайшие дни. Зодж уже в курсе, что Лиару Портир, командора Пламенного Кулака в форте Белуриан в Чалте, отозвал во Врата Балдура её дядя, герцог Диллард Портир. Зодж надеется впечатлить командора Портир своим уме нием поддержать порядок во Вратах Балдура.

Хотя Зодж далёк от чести и приличий, он заботится о солдатах, которые служат под его началом. Разъярённые толпы бывают опасны, так что Зодж мигом обрушивается на заводил, чтобы гнев толпы поскорее сменился страхом. Во время заварушки, которую видят герои, никого не аре стовывают, но нескольких простолюдинов избивают и грабят после столкновения с Зоджем и его солдатами. Скажите игрокам, что их персонажей не удивляет по ведение Зоджа в этой ситуации. Капитаны Пламенного Кулака готовы на всё, если нужно поддержать порядок во Вратах Балдура, особенно в Нижнем Городе.

Всем известно, что лучший способ не иметь проблем с солдатами Пламенного Кулака — это подкупить их. Тем, кому хватит денег на взятку от 10 зм и больше (вместо обычной подати в 2 мм за проход), позволят пройти через ворота после недолгих споров.

Встреча с капитаном Зоджем

Капитан Зодж ожидает персонажей. Если они к нему не явятся, он сам со временем их разыщет. У Пламенного Кулака есть стукачи по всему городу, так что спрятаться от Зоджа непросто, если только персонажи не знают того, кто мог бы их укрыть. Зодж постоянно держит при себе шестерых солдат Пламенного Кулака (люди, @UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}). Их зовут Иссио, Минаква, Нелестри, Оливер, Солтус и Талкара.

В промежутках между набиванием морд и получением взяток капитан Зодж старается держаться как прямой и хладнокровный человек, который относится к другим с уважением и того же требует в ответ. Когда персонажи будут готовы его выслушать, зачитайте вслух следу ющий текст:

«Из-за этих беженцев, — говорит капитан Зодж, — ходят слухи, будто Вратам Балдура грозит то же, что Эльтурелю. А от него якобы осталась только дырка в земле. Наш верховный герцогУльдер Рейвенгард как раз поехал с визитом в Эльтурель, и тут городуничтожили. Совпадение? Не думаю.

В катастрофе уцелело несколько рыцарей Эльтургарда, так называемых Всадников Преисподней. Они почему-то полагают, что мы виноваты в гибели Эльтуреля. Ох уж эти лицемерные святоши! Мы задерживаем их, когда находим, но у нас из-за этого не хватает рук для другой проблемы. И в этом мне нужна ваша помощь».

Капитан Зодж не примет отказа. Пламенный Кулак имеет право призывать искателей приключений на службу в чрезвычайной ситуации. Он вправе казнить их на месте за отказ от сотрудничества, но ему больше по душе, если они согласятся. Каждому персонажу он даст медную бляху с гербом Пламенного Кулака. Эти бляхи дают персонажам право действовать от имени Зоджа.

Зачитайте следующий текст, когда персонажи готовы выслушать подробности:

«Врата Балдура давно страдают от культистов Мёртвой Троицы — ну, вы знаете, богов Бейна, Баала и Миркула. Я думал, мы с ними уже покончили, но, похоже, нет. Эти любители ужаса и смерти воспользовались тем, что у нас проблемы, и устроили серию убийств по всему городу. Как мои официальные помощники в этом деле, вы имеете право убивать этих гадов на месте. Разыщите их логово и зачистите его. Убивайте всех, кто встанету вас на пути, и не волнуйтесь о сопутствующем ущербе.

Если выполните моё задание, я прослежу, чтобы вам заплатили подвести золотых каждому. А ещё вы заслужите мою благодарность, которая стоит куда больше.

В паре кварталов отсюда есть таверна „Эльфийская песнь\". Там сидит шпионка Тарина, собирает слухи для Гильдии. Она мне кое-чем обязана, так что скажите, что работаете на меня. Расспросите её насчёт Мёртвой Троицы. И упаси вас Балдуран с ней ссориться! У Тарины серьёзные дружки».

Когда пройдёт десятидневка без известий о нападениях последователей Мёртвой Троицы, Зодж сдержит слово и добудет награду для персонажей. Перед выплатой он заберёт у них бляхи.

(ур.1) Таверна «Эльфийская песнь»

Персонажи допрашивают шпионку по имени Тарина. В обмен на их помощь она рассказывает, где скрываются последователи Мёртвой Троицы.


Персонажи могут посетить таверну «Эльфийская песнь», как хочет капитан Зодж, а могут отправиться куда угодно ещё. Их цель в таверне — выйти на связь со шпионкой Тариной и выяснить, что она знает о Мёрт вой Троице.

У Зоджа есть лазутчики, которые извещают его об успехах персонажей. Если персонажи не посетят таверну «Эльфийская песнь» в первые же сорок восемь часов после приказа, Зодж отправит отряд из шести @UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran} Пламенного Кулака и один огненный череп, чтобы те отвели персонажей в таверну или убили тех из них, кто откажется, а затем доложили ему. Если персо нажи перебьют отряд или сбегут от него, Зодж мобили зует ещё два отряда для охоты на них.

О таверне

Таверна отмечена на карте 1.1 (см. стр. 13), а на карте 1.2 изображён её внутренний план.

Время от времени таверну наполняет бестелесный голос эльфийки, поющей печальную песню, отсюда и название заведения. Баллада звучит не так громко, чтобы мешать разговорам, но большинство посетителей умолкает, когда звучит эльфийская песнь, и продолжает разговор по её окончании. Многие завсегдатаи ходят в таверну, именно чтобы послушать песнь. Тот, кто знает эльфийский, понимает, что песня сложена о безымян ном возлюбленном, которого поглотила морская пучина. Никто не знает, откуда взялся в таверне дух эльфийки, и невозможно предсказать, когда она запоёт вновь. Алан Алит, нынешний владелец таверны, — ней тральный полуэльф, простолюдин с ночным зрением на расстоянии до 60 футов. Недавно Алану исполнилось семьдесят пять лет, а этим заведением он управляет много десятилетий. Эльфийская кровь от матери-полуэльфийки подарила ему долгую жизнь, и он выглядит лучше, чем чистокровные люди в его возрасте. Другой источник его заработков — давать ссуды тем клиентам, которым доверяет. Он редко даёт в долг искателям при ключений, зная, насколько ненадёжны те бывают, но мо жет предложить им бесплатный стаканчик эльверквисстского вина, если решит, что так они придержат мечи в ножнах (см. врезку «Таверны во Вратах Балдура»).

Таверны во Вратах Балдура

Никто в здравом уме не бродит по улицам Врат Балдура и не заходит в местные таверны без оружия или вооружён ной охраны. Всякий, кто прожил в городе хоть десятидневку, знает это по опыту. На первый взгляд таверны кажутся безопасными, но на деле это одно из опаснейших мест во Вратах Балдура—тут полно выпивки, соблазнительных монет и беспринципного народа. Волотамп Геддарм, величайший хвастун, прославившийся обзорами таверн, описал свои впечатления во Вратах Балдура так: «Оставляют тяжесть в животе, особенно когда в него втыкают кинжал». Когда начинаются драки, посетителям надо постоять за себя самим, и не стоит ожидать сочувствия от Пламенного Кулака. Убийства в тавернах — обычное дело, и обычно всё кончается тем, что жертву вытаскивают наружу и бросают в переулке (где её сперва обчистят бродяги, а потом обглодают крысы) или даже в воду.

Кости Балдура. Это популярная игра в тавернах Врат Балдура. Каждому игроку требуются несколько шестигранных костей. Правила таковы:

  • Каждый игрок делает оговорённую ставку.
  • Каждый игрок кидает потри кости. Ход передаётся по часовой стрелке, хозяин стола ходит последним.
  • В свой ход игрок может выбрать «остановиться» или «докинуть». Если игрок останавливается, ход передаётся следующему. Если игрок докидывает, он берёт дополни тельную кость и кидает. Если сумма его бросков превы шает 21, игрок «выбит» из игры. Если нет, он может продолжать бросать дополнительные кости, пока не остановится или не будет выбит.
  • Когда все сделают свои ходы, тот, кто выбросил больше всего очков (не считая выбитых игроков), выигрывает и забирает все ставки.

Завсегдатаи таверны

Если персонажи придут в таверну «Эльфийская песнь» в поисках Тарины, знакомой капитана Зоджа, они най дут её наверху в зоне Э7, где она играет в карты. Среди десятков других посетителей они заметят пару крыс, шарящих в поисках еды, а также примечательных персо нажей, которые не играют роли в сюжете, но вы можете их задействовать при желании:

Если персонажам нужна помощь в поисках Тарины, её тут хорошо знают и подскажут, что она на втором этаже (см. «Общение с Тариной», стр. 18).

Зоны таверны

Эти места отмечены на карте 1.2.

Э1. Пивная

Алан Алит присматривает за баром, а двое юношей (люди, @UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}) Фальтен и Йимиур принимают заказы, разносят напитки и еду по столикам и перешу чиваются с клиентами. По бокам от входа стоят двое вышибал: @UUID[Compendium.sc-creatures.sc-creatures.Actor.wVSMpqpUY8LvfMxr]{Живой доспех/Animated Armor} по кличке Звяк и грубоватая женщина-@UUID[Compendium.sc-creatures.sc-creatures.Actor.yhzXimscie2BXKMl]{Полуогр/Half-Ogre} Скуна. Обоим поручено защищать коллег по таверне, а не посетителей, так что они не вмешиваются в драку, если в ней не участвует персонал.

Хорошо вооружённые клиенты (в основном @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner} и @UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}) толпятся вокруг столов в главном зале и отдельных кабинетах. У камина в восточной стене стоят три мягких кресла под скрипучей деревянной лестницей, ведущей на второй этаж. Как правило, на диванчике у се верной стены уже прикорнул какой-нибудь пьянчуга. Возле дивана стоит деревянный морской сундук, где хранятся настольные игры (доски для драконьих шахмат, потёртые колоды для «Ставки Трёх Драконов» и тому подобное).

Э2. Курильная комната

Хотя курение в таверне разрешено везде, именно здесь предпочитают собираться члены местного клуба куриль щиков — Дымоловы. Большинство членов клуба — мест ные рыбаки и ловцы крабов.

Э3. Отдельная трапезная

Она называется Комнатой Зелёного Дракона из-за головы молодого зелёного дракона, висящей на южной стене.

Э4. Ниша-чулан

Тут хранятся ящики с фруктами, бочонки с питьевой водой, сиропом и маслом.

Э5. Кладовая

В этом помещении сложены ящики с провизией и специями, а также тряпки для мытья, мётлы, сло манные стулья и инструменты для их починки.

Э6. Кухня

На Алана Алита работают три повара (@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}): шеф-повар — весёлая Ченна Толстокролик (крепкосердечный полурослик), вспыльчивый су-шеф — человек Азар Вальшим и кондитер — слепой человек Клав Мартильмур. Они работают с полудня до полуночи. Их коронные блюда — рыбные и крабовые пироги, густой сырно-картофельный суп и пудинг, политый сиропом и украшенный солёным миндалём.

Э7. Верхняя трапезная

В этой комнате без окон со стропил свисают горящие фонари. Деревянный пол покрывают ковры, приглу шающие шум от пьянчуг, которые собрались за двумя широкими столами, едят и играют в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура»),

За столом, ближайшим к лестнице, среди прочих сидит Тарина, персонаж, которого ищут наши герои (см. «Общение с Тариной» на стр. 18).

Э8. Отдельная трапезная

Она называется Комнатой Бурого Увальня из-за головы бурого увальня, висящей на восточной стене.

Э9. Роскошный номер для гостей

Эта комната в данный момент пустует, дверь в неё за перта. Помимо ключа, который дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны инструменты вора и успешная [[/check dexterity 10 format=long]].

Комната богато обставлена, в ней бархатные занаве ски, картины с изображениями кораблей в рамах, кро вать с балдахином, прикроватный столик, морской сун дук и платяной шкаф. Дверь на запад ведёт в отдельную трапезную.

Э10. Отдельная трапезная

На восточной стене в этой комнате возле комода висит голова ускользающего зверя, потому её и называют Комнатой Ускользающего Зверя.

Э11. Большая спальня для гостей

В этой комнате находится неожиданный госты @UUID[Compendium.sc-creatures.sc-creatures.Actor.zE44SdHz4y8W008U]{Жрица сахуагинов/Sahuagin Priestess} по имени Ошалла. Она одета в плащ из рыболовных сетей и говорит на всеобщем и сахваджинском. Её изгнали из глубин за попытку свергнуть тамошнего короля.

Ошалла держится уединённо, еду ей приносят сюда трижды в день. Дверь в её комнату заперта, ключ она но сит на шнурке на шее, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны ин струменты вора и успешная [[/check dexterity 10 format=long]].

Помимо кровати, столика и сундука, в комнате есть письменный стол, стул, несколько картин с подводными и прибрежными пейзажами, переносная ванна и книж ный шкаф длиной 10 футов и высотой 8 футов, где хранится коллекция безделушек Ошаллы, собранных в океане (раковины, обросшие ракушками черепа и тому подобное). Ошалла не позволяет работникам таверны убирать комнату и менять воду в ванне, так что тут довольно грязно.

Сокровища. Обыскав ящик письменного стола, пер сонажи обнаружат кошель из акульей кожи с [[/award 66gp 49sp]] — из этих денег Ошалла платит за еду и комнату. У южной стены стоит деревянный сундучок, где хранится алтарь Секолы, бога-акулы, которому поклоняются сахваджины. Внутри сундук украшен акульими зубами, в нём стоит 5-фунтовая коралловая статуэтка Секолы с глазами из красных жемчужин (стоит 250 зм как предмет искусства).

Э12. Простые спальни для гостей

Двери в эти две комнаты заперты. Помимо ключей, кото рые дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать один из замков, нужны инструменты вора и успешная [[/check dexterity 10 format=long]].

В каждой комнате есть удобная кровать, пустой деревянный сундук и занавеска на окне.

Э13. Спальня Алана

Алан держит при себе главный ключ, отпирающий дверь в его личную спальню. Чтобы взломать замок, нужны ин струменты вора и успешная [[/check dexterity 15 format=long]].

В комнате Алана есть кровать с узорной железной решёткой, сундук на ножках, прикроватный столик и платяной шкаф. На полу перед шкафом лежит @UUID[Compendium.sc-creatures.sc-creatures.Actor.NmrRYcS5MzDP6QIz]{Ковёр удушения/Rug of Smothering}, который атакует любого, кроме Алана, кто ступит на него или откроет сундук.

Сокровища. Внутри сундук разделён на три равных отделения, где хранятся соответственно 91 зм, 176 см и 288 мм. Из этих денег Алан платит работникам и за содержание таверны.

Общение с Тариной

Тарина (хаотичная злая, человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}) довольно легкомысленна. Она постоянно играет в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура», стр. 16) с местным сбродом за столом в зоне Э7. Эти дурачки и не догадываются, что она жульничает.

«Тарина», конечно, не настоящее её имя. Прежде чем осесть во Вратах Балдура, Тарина была пираткой, из вестной как Ронда Тандербелл (но это тоже не настоящее имя). Послужив капитану Муроско Сессприну на «Не воспитанном змее» несколько месяцев, она стащила добычу товарищей по команде и сбежала, прежде чем её хватились. Большую часть добычи Тарина растратила в последние годы, но у неё запасено ещё достаточно, чтобы не остаться голодной. Она в хороших отношениях с Девятипалой, предводительницей местной гильдии воров, которая иногда подкидывает ей работёнку.

Недавно Тарина прослышала, что бывшие товарищи-пираты узнали, что она во Вратах Балдура. Она согла сится помочь персонажам, если те остановятся в таверне «Эльфийская песнь» и при появлении пиратов прикончат их всех.

Убиваем время в таверне

Когда именно бывшие соратники Тарины появятся — решать вам, но дайте персонажам хоть немного свобод ного времени до их появления (описанного в разделе «С такими друзьями…», стр. 19). Посидев в таверне, пер сонажи могут услышать, как посетители обсуждают обстановку во Вратах Балдура и слухи из Эльтуреля:

Эльфийская песнь

@UUID[Playlist.4guFJ8iKsmlFAm2s.PlaylistSound.n9QddIZH36rbjNiv]{3 Elfsong Tavern Descent Into Avernus Soundtrack By Travis Savoie}

В какой-то момент до прибытия бывших пособников Тарины таверну наполнит печальная песнь духа эльфийки, обитающего в ней. Однако на сей раз дух споёт не о пропавшем возлюбленном, а об Эльтуреле. Это всех удивит, особенно Алана Алита, который никогда не слышал, чтобы дух менял песню. Персонажи, понимающие эльфийский язык, смогут перевести текст:

О, спой мне песнь об Эльтуреле,

О его реках и лесах,

О скалах, озарённых солнцем,

И зеленеющих полях.

То край, где неизменна радость.

То край, что славою покрыт.

Обитель сильных и отважных —

Никто его не покорит.

О, спой мне песнь об Эльтуреле,

Когда у врат его беда,

Когда поля его копытом

Сминает дьяволов орда.

Скачи, о Всадник Преисподней!

Пускай геройские клинки

Сразят бесовское отродье,

Рассеют адские полки.

О, спой мне песнь об Эльтуреле,

И самой долгой из ночей.

Спокойно спи: хранит нас Спутник

До первых солнечных лучей.

Мы связаны великой клятвой —

Лишь смерть порвать заставит с ней,

И будем петь об Эльтуреле

Вовеки, до последних дней.

Любой персонаж, бывавший в Эльтуреле или успешно прошедший [[/check history 15 format=long]], поймёт, что упомянутый «Спутник» — это искусственное солнце, висящее над Эльтурелем, защищая город и его окрестности от нежити.

Услышав песню, персонажи могут расспросить Алана о ней, поскольку он понимает и эльфийский, и всеобщий. Однако он так потрясён изменением текста, что запомнит только часть из него. Дух споёт песню ещё раз, но только если его об этом попросит эльф или полуэльф, успешно пройдя [[/check persuasion 20 format=long]].

Особенно Алану запомнится упоминание Всадников. Персонажи могут вспомнить, что капитан Зодж и прочие жители Врат Балдура называли рыцарей Эльтуреля Всад никами Преисподней. Любой персонаж, бывавший в Эль туреле или успешно прошедший [[/check history 20 format=long]], вспомнит, что Всадники Преисподней зовутся так, потому что давным-давно спустились верхом в Девять Преисподних, чтобы сразиться с дьяволами. Большинство из них не вернулось. Возможно, кто-нибудь из завсегдатаев таверны знает об этой истории.

С такими друзьями...

Терпение тех персонажей, кто останется подкара уливать пиратов для Тарины, будет вознаграждено. Зачитайте следующий текст, когда придёт время появиться пиратам:

В таверну ввалилось восемь людей-оборванцев. Их вожак— здоровенный мужик с бельмом на правом глазу, он крово жадно ухмыляется и держится с типично пиратским нахальством. Остальные—грубая и невоспитанная банда, которая ведёт себя так, будто им всё здесь принадлежит.

«Мы старую подругу ищем, — говорит одноглазый, принюхиваясь. — Мне сказали, её тут знают как Тарину. Любит жульничать в кости».

Капитан Муроско Сессприн был убит полгода назад в ре зультате бунта, и командование судном «Невоспитанный змей» перешло к предавшему его первому помощнику, жуликоватому Лекарду Кадаврусу по кличке Мёртвый Глаз. Мёртвый Глаз — нейтральный злой @UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{Бандитский атаман/Bandit Captain}, прозвище он получил за бельмо на правом глазу. Он ненавидит мыться, а изо рта его пахнет гнилой рыбой. Его сопровождает шайка из семи @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit} с таким же злобным нравом.

Мёртвый Глаз предложит большую кружку эля тому, кто подскажет, где найти Тарину, и многие завсегдатаи та верны с радостью примут предложение. Персонажи могут помешать пиратам, если пожелают, но Мёртвый Глаз не по зволит героям встать на пути его мести. Двое пиратов при смотрят за выходом, чтобы Тарина не сбежала, а остальные нападут на любого, кто помешает Мёртвому Глазу.

Мёртвый Глаз сразу попытается убить Тарину. Ни Алан, ни вышибалы не будут вмешиваться в бой, если только драка не заденет кого-то из персонала. Прочие завсегдатаи тоже будут держаться подальше от схватки, но персонажи могут в качестве действия подкупить одного дружественного или безразличного персонажа мастера, чтобы тот помог им. Нужно пройти [[/check persuasion 15 format=long]] — или [[/check deception 15 format=long]], если платить вы не собираетесь. При успехе персонаж мастера примет предложение, сделает бросок ини циативы, вступит в бой в свой следующий ход и будет драться на стороне персонажей, пока бой не кончится. Проверка проходит с преимуществом, если обещанная плата ю зм или выше. Мёртвый Глаз может использо вать ту же тактику и привлечь завсегдатаев на свою сто рону монетами.

Персонажи могут попробовать подкупить Мёртвого Глаза, чтобы тот отказался от мести и ушёл из таверны «Эльфийская песнь», но он потребует 5000 зм монетами или товарами за беспокойство. Если персонажи заявят, что монеты или товары у них в другом месте, он рас смеётся и скажет, что ни на грош им не верит. Он слишком недоверчив, чтобы обмануть его таким простым трюком, и ни за что не поверит, что кто-то так высоко ценит жизнь Тарины.

Сокровища

За пазухой Мёртвого Глаза кошель с 32 зм и 15 см. Он также носит два золотых ожерелья (по 25 зм каждое) и почернев шее золотое кольцо с жемчужиной (125 зм). У остальных пиратов кошельки, в каждом из которых по [[/r 1d6]] см.

Судно Мёртвого Глаза, «Невоспитанный змей», пришвартовано в конце причала в восточной части га вани. Его охраняет одиннадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}, а на борту нет сокровищ. Если персонажи разделаются со всеми пиратами, они могут захватить судно, однако для управ ления им требуется команда минимум из двадцати мо ряков, из которых хотя бы половина должна быть умелой в обращении с водным транспортом.

У «Невоспитанного змея» параметры парусника (см. главу 5 Dungeon Master's Guide [«Руководства мастера подземелий»]). Если вам нужна схема палубы, используйте карту корабля из приложения В той же книги. Хотя корабль в хорошем состоянии стоит 10 ооо зм, никто во Вратах Балдура не захочет его покупать из-за его дурной репутации.

Что знает Тарина

Как только с её бывшими дружками-пиратами раз делаются, Тарина поделится с персонажами такими сведениями:

«В нескольких кварталах к северо-западу отсюда есть общественная баня с огороженным садом, там ещё весёлые нимфы вырезаны на воротах. Так вот, видели, как последователи Мёртвой Троицы входили в баню и выходили оттуда. Говорят, там потайная дверь, ведущая в подземелье. Там эти убийцы и прячутся».

Если Тарину убьют, персонажи могут доставить её тело капитану Зоджу. Он договорится со священником, и тот сотворит на тело заклинание @UUID[Compendium.sc-spells.sc spells.Item.b5wvWFBKVHec9f8o]{Разговор с мёртвыми/Speak with Dead}. Покойница расскажет всё, что знала, а Зодж передаст эти све дения персонажам. Получив сведения от Тарины или её тела, персонажи могут направиться в бани и найти скрытое под ними подземелье. Персонажи должны достичь 2-го уровня, прежде чем продолжать приключение. Когда персонажи отправятся в бани, переходите к разделу «Подземелье Мёртвой Троицы».

(ур.2) Подземелье Мёртвой Троицы

Герои находят в подземелье последователей Мёртвой Троицы и одного из сыновей герцогини Вантампур, а потом внезапно натыкаются на культистов Тиамат.


Прежде чем проводить эту часть приключения, прочтите сведения о Мёртвой Троице в приложении Г. Параметры последователей Мёртвой Троицы тоже даны там.

Подземелье Мёртвой Троицы скрыто под банями, которыми тайно владеет и управляет семейство Вантампур. Один член семьи, Мортлок Вантампур, как раз сейчас в подземелье и помогает координировать атаки культистов Мёртвой Троицы по всему городу. Эти атаки должны доказать жителям Врат Балдура, что Пламенный Кулак не может их защитить.

Прибытие в бани

Когда персонажи прибудут к баням, зачитайте следующий текст:

Бани — это одноэтажное оштукатуренное здание с мозаичными окнами и глиняной черепицей. Забор высотой десять футов окружает просторный двор с юговосточного угла здания. Закрытые деревянные двери, ведущие во двор, украшены изображениями весёлых нимф, которые пляшут и играют в воде.

Бани славятся одним из лучших водопроводов в городе и с виду не вызывают никаких подозрений. Двери, ведущие во двор (зону П1), не заперты и не охраняются. Бани закры ваются в полночь и открываются с рассветом, а горожане то и дело входят и выходят из них весь день и вечер.

Зоны бань

Эти места отмечены на карте 1.3.

П1. Двор

Опишите это место игрокам так:

В Г-образном дворе тщательно подстрижены газон и кусты. Двор украшен белыми мраморными скамьями и каменными фонтанами. Каждый фонтан сделан в виде улыбающейся нимфы, льющей воду из кувшина в круглую каменную купель.

Невидимый @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp} притаился на юго-восточном фонтане. Если ему покажется, что персонажи пришли сюда соз давать проблемы, бес незаметно проследит за ними до входа в здание, а затем улетит на виллу Вантампуров в Верхнем Городе, чтобы предупредить Тёрствелла Вантампура, старшего сына герцогини Таламры Вантампур. Тёрствелл велит бесу вернуться на свой пост, но ничего делать не станет — он втайне надеется, что герои разделаются с его братом Мортлоком.

П2. Баня

С рассвета до полуночи здесь обычно есть [[/r 1d6]] моющихся людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}. С полуночи до рассвета трое человеческих женщин, @UUID[Compendium.sc-creatures.sc-creatures.Actor.gBIadkXO03dvpdNC]{Ночной клинок/Night Blade} (параметры см. на стр. 237), стоят на страже у бассейнов и атакуют любых непрошеных гостей. Если тут завяжется бой, @Compendium[sc-creatures.sc-creatures.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul} из зоны П4 придёт на помощь часовым во втором раунде боя. Опишите это место игрокам так:

Этот зал украшен колоннами высотой двадцать футов и фресками с изображением купающихся аристократов. Естественный свет струится через мозаичные окна, создавая цветные узоры на плитках пола из полированного синего мрамора. В трёх неглубоких бассейнах в полу плещет вода, пахнущая духами, каждый из них снабжён парой латунных кранов. У бассейнов стоят белые мраморные скамьи, на которых сложены сухие полотенца.

Краны подают горячую и холодную воду из труб, про ложенных под полом. Тугая каменная пробка на дне каждого бассейна затыкает слив. Множество мелких отверстий для стока, расположенных по верху каждого бассейна, не дают им переполняться.

П3. Южная массажная

В этом помещении стоит массажный стол, накрытый чистыми полотенцами. Склянки с духами хранятся под столом — их используют для ароматизации бассейнов в зоне П2. Комната освещена естественным светом через мозаичное окно в южной стене.

В часы, когда бани открыты, тут работает андрогинный человек-массажист (нейтральный добрый @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин) по имени Джабаз. Он знает, что банями владеет герцогиня Таламра Вантампур, а управляет ими её жестокий сын Мортлок.

Мортлок строго приказал Джабазу не задерживаться в банях после закрытия. Джабаз подозревает, что Мортлок проворачивает тут какие-то тёмные делишки, а за ведение использует как прикрытие, держа их в тайне от герцогини. Джабаз знает, где потайная дверь в зоне П4, но не расскажет об этом, опасаясь мести Мортлока. Джабаз понятия не имеет, что находится за потайной дверью.

П4. Северная массажная

С полуночи до рассвета эту комнату охраняет мужчина-человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}некромайт Миркула (параметры см. на стр. 238), если только он не ушёл в зону П2 на звуки боя. Когда бани открыты, тут работает человек-массажистка (нейтральная добрая, @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин) по имени Курмиля. Она знает всё то же, что и Джабаз в зоне П3, и ведёт себя схоже.

Комната обставлена аналогично зоне Пз, но также здесь есть потайная дверь в северной стене. Обыскав северную стену и успешно пройдя [[/check perception 10 format=long]], персонаж найдёт потайную дверь, которая открывается от себя. Тот, кто её откроет, ощутит идущий из-за неё гнилостный запах канализации. Лестница за дверью ведёт на 20 футов вниз в зону П5, у неё гладкие каменные ступени и кирпичные стены. Два тле ющих факела в стенных держателях освещают лестницу, но подземелье внизу погружено во тьму.

П5. Добро пожаловать в подземелье

Герцогиня Вантампур обнаружила это древнее подземе лье, когда разбиралась с водоснабжением и канализацией города. Чтобы скрыть находку, она построила тут бани. Помещение у подножия лестницы пусто, не освещено и залито зловонной водой глубиной 2 фута (подробнее см. \"Особенности подземелья\").

Особенности подземелья. У подземелья Мёртвой Троицы такие особенности:

П6. Вздутый труп

Посреди полузатопленной комнаты лицом вниз в воде плавает раздутый труп полураздетого мужчины-чело века с ножевыми ранами в спине. При жизни это был культист Баала по имени Хискааль. Его убили това рищи по культу за то, что он упустил жертву во время недавнего налёта на город. Любой персонаж, осмотрев труп и успешно пройдя [[/check medicine 10 format=long]], поймёт, что мужчину убили два дня назад.

П7. Алтарь Баала

Опишите это место игрокам так:

Три деревянные балки подпирают потолок этой полузатопленной комнаты. В северо-восточном её углу стоит каменный алтарь, с которого свисают кишки. На стене над алтарём висит стальная маска в форме человеческого черепа размером в три фута.

Маска символизирует лик Баала, ничего магического в ней нет. Внутренности гуманоида оставили на алтаре как жертву богу убийств. Если вылить на них пузырёк святой воды, они растают, а алтарь задымится.

П8. Плесневелый гобелен

На задней стене этой сухой ниши висит гобелен ши риной 5 футов и высотой 7 футов. На нём изображена жуткая сцена: четыре безликие фигуры рвут на части пятую, а та кричит. Изучив гобелен, но не прикасаясь к нему, персонажи заметят, что по краям его растёт жёлтая плесень. И действительно, 5-футовый квадрат @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.tFJgX3iUC1qipbIp#zhyoltaya-plesenь]{жёлтой плесени} (см. главу 5 Dungeon Master’s Guide (\"Руководства мастера подземелий\"]) находится с обратной стороны го белена и выпустит смертоносные споры, если гобелен потревожат.

П9. Двери Мёртвой Троицы

Эта комната пуста, зато неплохо украшена. На каждой из трёх дверей вырезано изображение одного из Мёрт вой Троицы в полный рост. Персонаж узнает все изо бражения, успешно пройдя [[/check religion 10 format=long]].

Восточная дверь. На этой двери вырезан Бейн, принци пиальный злой бог тирании. Он изображён как высокий мужчина в доспехах с закрытым шлемом. Его правая лат ная рукавица выкрашена чёрным и сжимает кандалы.

Северная дверь. На этой двери вырезан Баал, нейтраль ный злой бог убийств. Он изображён как крепко сложённый громила с черепом вместо головы и с длинными изогнутыми клинками вместо кистей рук.

Южная дверь. На этой двери вырезан Миркул, ней тральный злой Владыка Костей. Он изображён как фигура в плаще, чьё лицо скрывает капюшон. В костяной руке он сжимает кричащий череп человека.

П10. Комната некромайтов

Отсюда существа следят за зоной П9 через трещину в двери. Заметив приближение персонажей, некромайты устроят засаду. Зачитайте следующий текст, чтобы описать комнату игрокам:

Комната почти пуста, лишь на полу лежат бледные тела трёх людей в грязных чёрных мантиях, сложенные в форме треугольника. Между ними лежит зажжённый факел. Вытесанная в камне лестница на западе ведёт вниз, ещё в одну комнату, освещённую факелами.

Трое @UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul} (параметры см. на стр. 238) лишь притворяются мёртвыми. Свои цепы с бойками в форме черепов они прячут под мантиями. Понаблюдав за телами и успешно пройдя [[/check insight 10 format=long]], персонаж поймёт, что они живы.

Некромайты вскочат на ноги и атакуют, едва любой персонаж войдёт в комнату или если их самих атакуют. Они дерутся насмерть, защищая сокровища в зоне П11.

П11. Полуобвалившийся склеп

Это помещение частично обвалилось. В центре стоит каменный саркофаг, который вскрыли и разграбили давным-давно.

Сокровища. Некромайты из зоны Пю прячут три книги заклинаний в прахе и костях гуманоидов в саркофаге. Эти книги они забрали у своих жертв.

Первая книга заклинаний переплетена красной кожей, в ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{изменение облика}, @UUID[Compendium.sc-spells.sc spells.Item.1GF16PsZcVxnOT9C]{луч болезни}, @UUID[Compendium.sc-spells.sc spells.Item.09Ge3AvzNUH2UzCF]{немой образ}, @UUID[Compendium.sc-spells.sc spells.Item.HDTUGDH4Z8CC6sxd]{облако тумана}, @UUID[Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub]{обнаружение магии}, @UUID[Compendium.sc-spells.sc spells.Item.6kZoiWTSqWB55ntW]{пылающие руки}.

Вторая книга заклинаний украшена личной руной прежнего владельца, выжженной на буром переплёте. В ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.oGneqByjFHOxjlop]{волшебная стрела}, @UUID[Compendium.sc-spells.sc spells.Item.k9fVZUzVHBaPZmKV]{опознание}, @UUID[Compendium.sc-spells.sc spells.Item.mBJqjh6CYGvk6tjb]{приворот гуманоида}, @UUID[Compendium.sc-spells.sc spells.Item.3HYAtfyGWvQakT28]{призыв фамильяра}, @UUID[Compendium.sc-spells.sc spells.Item.eWG3ieKFnqemQmo4]{сон}.

Третья книга заклинаний переплетена в кожу чёрной рептилии. В ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.adhCm8JcunEhu2Jx]{безудержный смех Таши}, @UUID[Compendium.sc-spells.sc spells.Item.oGneqByjFHOxjlop]{волшебная стрела}, @UUID[Compendium.sc-spells.sc spells.Item.CFXY9BXZponD4lZl]{магический доспех}, @UUID[Compendium.sc-spells.sc spells.Item.WIZ9FCWR1iTHdYtA]{ночное зрение}, @UUID[Compendium.sc-spells.sc spells.Item.D9MUEfxE2DvtrzA9]{облако кинжалов}, @UUID[Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub]{обнаружение магии}, @UUID[Compendium.sc-spells.sc spells.Item.glZEXK7ZRSVhpR96]{плавное падение}.

П12. Алтарь Бейна

Если персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут начеку. Опишите игрокам помещение так:

Восточная часть комнаты не освещена и подтоплена, потолок подпирают деревянные балки. Вытесанные в камне ступени выходят из мутной воды и ведут в западную часть комнаты — там сухо и горят два факела на держателях по бокам от каменного алтаря. Кетене за алтарём прикован истощённый мужчина в набедренной повязке, на голову ему надет мешок. В нише в северной стене стоит латный доспех без шлема.

Перед алтарём видны две мрачные фигуры: крепко сложённая женщина с булавой в руках и ещё более крупный мужчина в глухом шлеме. Мужчина тычет пленника копьём, заставляя того извиваться. Обе фигуры в кольчугах, а женщина ещё и носит деревянный щит, на котором нарисован ухмыляющийся череп.

Двое вооружённых людей — Каззира (женщина, @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна, параметры см. на стр. 236) и Йигнат (мужчина, @UUID[Compendium.sc-creatures.sc-creatures.Actor.MGVIgXl2dDk0PR82]{Железный консул/Iron Consul}железный консул, параметры см. на стр. 236). Йигнат пытает пленника для развлечения, а Каззира наблюдает за этим. Оба атакуют нарушителей, но постараются не покидать сухой части комнаты. Череп на щите Каззиры нарисован свежей кровью. С пояса Йигната свисает железное кольцо с семью ключами — один отпирает кандалы над алтарём, ещё два — кандалы в зоне П22, остальные от сундуков в зоне П30.

Пленник, висящий на западной стене, — Клим Джассо, захваченный в Нижнем Городе два дня назад, при этом его телохранителя убили. Клим — нейтральный злой человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{Благородный/Noble}благородный, у него остался 1ПЗ. Оружия и брони у него нет (КБ 10). Он говорит на все общем и эльфийском, но ничего полезного не знает. Клим посулит, что его семья щедро заплатит, если его доставят целым и невредимым в их особняк в Верхнем Городе, — но он лжёт. Его мать умерла, его отец-патриар болен, а трое младших братьев и сестёр жаждут заполу чить наследство, которое на троих делится лучше, чем на четверых. Торговая компания, долей в которой владеет семейство, на грани разорения, и никакую серьёзную награду или выкуп они не потянут.

У кандалов Клима КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Сам доспех безобиден, его части намертво скреплены вместе, но рукавицы у него съёмные. Обе рукавицы — это живые предметы, параметры которых не отличаются от @UUID[Compendium.sc-creatures.sc-creatures.Actor.ybboIqfEaLMNi1hP]{Летающий меч/Flying Sword}, только они наносят дробящий урон вместо режущего. Рукавицы отделятся от доспеха и атакуют любого, кто их потревожит или выпустит пленника из кандалов.

П13. Морг

Если персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут на чеку. Опишите игрокам помещение так:

Потолок в этой полуобвалившейся комнате поддерживают три деревянные балки. Между балками на обгорелом деревянном столе лежит труп человека. До ужаса тощая женщина в чёрной мантии изучает труп, её лицо почти скрыто капюшоном. У её ног роится стая крысиных скелетиков.

Некромант, что возится с трупом, — это Фленнис (женщина, человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF]{Мастер душ/Master of Souls}мастер душ, параметры см. на стр. 238), она самый высокопоставленный последователь Миркула в этом подземелье. Для скелетов крыс, служащих Фленнис, используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.wLTVCJHiMuRlRPNs]{Стая крыс/Swarm of Rats}стаи крыс из Monster Manual (\"Энциклопедии чудовищ\"), только считайте их нежитью вместо животных. Стаю может изгнать любой персонаж с особенностью Изгнание нежити, а вот заклинания, действующие на животных, на них не сработают.

Фленнис собирается сделать из трупа на столе зомби, но заклинание оживление мертвецов занимает 1 минуту, так что ей придётся сперва разделаться с персонажами. Её ске летики крыс атакуют ближайшего врага, а сама она будет творить заклинания, используя стол в качестве укрытия.

Сокровища. Помимо мантии и цепа, у Фленнис есть пыльная книга заклинаний, где записаны все её под готовленные заклинания. Книга переплетена чёрной кожей, на ней маленький замочек в форме черепа. Ключ от замка вплетён в волосы Фленнис. Персонаж может также взломать замок, успешно пройдя [[/check dexterity 10 format=long]] с использованием инструментов вора.

В первый раз, когда любое существо, кроме Фленнис, откроет книгу, с её страниц поднимется чёрный дымок и сложится в череп, который будет безумно хохотать не сколько секунд, а затем исчезнет. Существо, держащее книгу в момент его появления, должно пройти [[/save con 14 format=long]], при провале оно будет проклято на 24 часа. В это время у существа будет уязвимость к не кротическому урону. Заклинание снятие проклятия или подобная магия прекращает проклятие для существа.

П14. Голодная крыса

В этой комнате шныряет обычная @UUID[Compendium.sc-creatures.sc-creatures.Actor.Puehzkf0mnkxO4C0]{Крыса/Rat}крыса в поискахобъед ков. Если персонажи поговорят с ней, применив заклинание @UUID[Compendium.sc-spells.sc spells.Item.gxiqbFdMQAGCRPkU]{Разговор с животными/Speak with Animals} или подобную магию, она может поделиться сведениями о подземелье. Она будет расположена к персонажам, которые дадут ей еды.

Знания крысы ограничены местами, где она бывала, — зонами с П5 по П26. Она не знает, где находятся потайные двери, так что понятия не имеет о зонах с П27 по П33, скрытых за потайной дверью в зоне П23.

П15. Затопленная комната

Ведущие в эту комнату затопленные и заваленные обломками тоннели местами сужаются до 2.5 футов. Четыре деревянные балки, торчащие из грязной воды, подпирают здесь потолок. Среди обломков в северо-западном углу нет ничего интересного.

П16. Затопленный склеп

В центре этого склепа из мутной зловонной воды под нимается открытый каменный саркофаг. Его каменная крышка разбита натрое и лежит под водой к северу от него. Заклинание обнаружение магии покажет ауру магии эвокации вокруг саркофага. Подняв фрагменты крышки из воды, персонажи увидят, что на ней было вырезано изображение кричащего варвара с топором.

От сырости кости в саркофаге истлели, прекратившись в чёрный ил.

Ловушка. Если потревожить содержимое саркофага, над ним появится призрачный боевой топор. Он создан магией, подобной заклинанию призрачное оружие, и для рассеивания считается эффектом заклинания 2-го круга. Призрачный топор нельзя повредить, он не может по кинуть комнату и атакует только существ, действуя при значении инициативы 20. В каждый свой ход он переме щается на 10 или менее футов и совершает атаку закли нанием в ближнем бою (+5 к броску) по цели в пределах 5 футов, нанося [[/damage 1d8+2 force]] при попадании. Эффект прекращается, когда в комнате больше не оста ётся существ, а ловушка перезаряжается через 24 часа.

П17. Алтарь Миркула

Зачитайте или перескажите игрокам следующий текст, когда их персонажи впервые войдут в комнату:

В этой сухой полуобвалившейся комнате стоит каменный алтарь, вокруг него свалены черепа и кости гуманоидов. Вершину алтаря покрывают полусгоревшие свечи из чёрного воска, они не зажжены. Если зажечь хоть одну из чёрных свеч на алтаре, она испустит зелёный свет и высветит чёрную надпись на стене. Надпись, которую иначе не видно, гласит на все общем: \"Встаньте в строй!\"

Если эти слова произнести вслух в пределах 5 футов от алтаря, надпись исчезнет, а кости, лежащие под обломками в северном конце комнаты, восстанут и соберутся в три оживших человеческих @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}. Эти скелеты — злая нежить, но они подчиняются приказам того, кто произнёс поднявшие их слова, и служат ему, пока их не уничтожат или хозяина не убьют.

П18. Скопление газа

Потолок в этом подтопленном зале поддерживает мно жество деревянных балок. В воздухе пахнет тухлыми яй цами, и этот запах ощущается даже за пределами зала. Подходя к этой зоне, любой персонаж может пройти [[/check survival 10 format=long]] и при успехе поймёт, что это запах огнеопасного газа, скопившегося в зале. Газ рассеивается, не доходя до других зон подземелья. Культисты Мёртвой Троицы гасят факелы, когда проходят через эту зону.

Если внести зажжённый факел или любое другое открытое пламя в этот зал, произойдёт взрыв. Суще ства, полностью погружённые в воду, не получат урона, остальным же в помещении нужно пройти испытание Ловкости со СЛ15, при провале они получат [[/damage 4d6 fire average=true]], при успехе — половину этого урона. Все деревянные балки, поддерживающие потолок, сломаются при взрыве, отчего потолок может рухнуть (см. \"Особенно сти подземелья\" в зоне П5). Взрыв также выжжет весь газ, который снова накопится и станет опасным только через 24 часа.

П19. Полуобвалившийся склеп

Большая часть помещения обвалилась, и обломки практически погребли каменный саркофаг, который давным-давно разграблен. Тут не осталось ничего интересного.

П20. Полуразграбленный склеп

У задней стены этого пыльного склепа стоит открытый саркофаг, его тяжёлая каменная крышка валяется на боку между саркофагом и южной стеной. На северной стороне саркофага потускневшая фреска изображает, как всадники с копьями скачут по золотым полям.

Сокровища. Поверхностный осмотр саркофага ничего не даст — в нём только прах и пара человеческих костей. Но персонаж, который тщательно его обыщет, обнару жит, что у саркофага двойное дно из дюймового слоя гипса. Если пробить гипс, откроется углубление, в ко тором человеческая мумия плавает в неглубокой луже красного раствора. Два лунных камня (по 50 зм каждый) вставлены в глазницы мумии, а сумка бобов вставлена вместо её сердца. Чтобы обнаружить сумку, персонажи должны целенаправленно вскрыть грудь мумии. Сама мумия неживая и не возражает против грабежа.

П21. Склеп зомби

Прислушавшись у двери в эту комнату, персонажи расслышат сдавленные стоны гуманоидов. Опишите игрокам эту зону так:

Шестеро стонущих людей бродят по этому пыльному склепу, их плоть гниёт, от них пахнет могилой. У задней стены стоит открытый каменный саркофаг, его расколотая на куски крышка валяется вокруг него на полу.

Ходячие трупы — это шесть @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби/Zombie}зомби, которые созданы Фленнис (см. зону П13) из останков жертв, убитых культистами Мёртвой Троицы. Зомби подчиняются только создательнице и атакуют всех остальных, даже других культистов. На северной стенке саркофага вырезаны жуткие изо бражения людей-каннибалов. Саркофаг разграбили дав ным-давно, и поиски внутри него позволят найти лишь человеческий череп без нижней челюсти и пару обломков костей.

П22. Пыточная

Тут последователи Бейна пытают и допрашивают плен ников. Опишите это помещение игрокам так:

Стены и пол покрыты потёками и брызгами засохшей крови. На восточной и южной стенах подвешены два прикованных тела: пожилой мужчина-человек и девушкатифлинг. Оба покрыты кровоточащими ранами и не дви гаются. Посреди комнаты стоит прочный деревянный стул, на котором висит окровавленный кнут. Рядом на полу стоит полупустое ведёрко с солью.

Последователи Бейна втирают соль в раны пленников, чтобы усилить их мучения. У железного консула Йигната (см. зону П12) есть ключи от кандалов, у которых КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Персонаж, у которого есть инструменты вора, также может взломать кандалы, успешно пройдя [[/check dexterity 15 format=long]].

Мужчина мёртв. Его звали Эффинакс Зальбор, он водил караваны для патриарской семьи Джассо, владеющей до лей в торговой компании в Западных Землях (см. зону П12).

У женщины-тифлинга 0 ПЗ, она без сознания, но стабилизирована. Это Вендетта Кресс, она нейтральная, @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}, говорит на всеобщем и дьявольском. У неё устойчивость к урону огнём и ночное зрение на рассто янии до 6о футов. Вендетта продавала вино и крепкие напитки, работая на патриарскую семью Оатун из Врат Балдура. На неё напали в Нижнем Городе, лишили со знания и затащили сюда, чтобы помучить. Надопросе она выдала захватчикам сведения об Оатунах и их ох ране. Она также видела допрос и смерть Эффинакса, из которого выбивали сведения о семействе Джассо.

Если Вендетту освободить, она останется с персона жами, пока не представится случай сбежать. Но перед этим она поделится со спасителями некоторыми све дениями. Во время плена она иногда слышала скрежет открытия и закрытия тяжёлой каменной двери, а также плеск шагов по воде. Звуки доносились с севера. Эти све дения подскажут персонажам поискать потайную дверь в этом направлении (см. зону П23).

Если Вендетта переживёт приключения в подземелье, она расскажет о невероятном спасении множеству зна комых во Вратах Балдура, в том числе почти каждому городскому трактирщику.

П23. Потайная дверь и часовой

В северной стене этого затопленного тоннеля есть потайная дверь, которая открывается в зону П27 В воде к югу от потайной двери стоит мужчина с факелом — @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна (параметры см. на стр. 236), который следит за за падной лестницей. В первый свой ход после того, как он заметит персонажей, часовой отступит к зоне П25 и будет стучать по двери, чтобы разбудить других культистов, и кричать изо всех сил: \"Чужаки!\", чтобы предупредить обитательницу зоны П26.

П24. Приют Миркула

Этот разграбленный склеп последователи Миркула ис пользуют как место отдыха. Опишите его игрокам так:

Этот склеп освещают четы ре потрескивающих факела в держателях на стенах. Середину склепа занимает открытый каменный саркофаг. На нём нет никакихукрашений и над писей, но он полон черепов и костей гуманоидов. На полу вокруг саркофагалежат шесть пыльных спальных мешков.

Последователи Миркула набили саркофаг черепами и костями, собранными по всему подземелью, соорудив из него своеобразный алтарь Владыке Костей.

П25. Приют Бейна

У стен этого разграбленного и полуобвалившегося склепа спят четверо @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane} (параметры см. на стр. 236). Все одеты в броню и держат оружие под рукой. Если их разбудит шум или часовой из зоны П23, они схватят оружие и быстро подготовятся к отражению любого нападения.

Помещение освещают два чадящих факела в держате лях на северной и западной стенах. Каменный саркофаг в центре комнаты пуст, его крышка наполовину погре бена под обломками на полу за ним.

П26. Приют Баала

Зачитайте или перескажите следующий текст, когда персонажи впервые войдут в эту зону:

Четыре мерцающих факела в держателях на стенах освещают этот полуобвалившийся склеп. Открытый саркофаг в центре до краёв наполнен кровью, струйки которой стекают по сторонам и образуют лужи на полу. Крышка саркофага наполовину погребена под обломками за ним.

Культисты Баала любят купаться в человеческой крови, которой наполнили саркофаг. Женщина (@UUID[Compendium.sc-creatures.sc-creatures.Actor.SlipaB3X8mXCC1E6]{Жнец Баала/Reaper of Bhaal}, па раметры см. на стр. 237) прячется за саркофагом, покрытая кровью с головы до ног. При первом появлении чужаков она сотворит на себя заклинание @UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{Изменение облика/Disguise Self} и превратится в старушку по имени Небра. В этом облике она представится цветочницей, которую схватили культисты Мёртвой Троицы и сделали рабыней в подземелье. Если персонажи купятся и заберут Небру с собой, она пока жет им потайную дверь (в зоне П23) и попробует отвести их в зону П29, где надеется найти подкрепление. Едва она заведёт персонажей в помещение, где много других культистов, она сбросит маскировку и атакует. Она также атакует, если заклинание кончится раньше.

П27. Эхо боя

Этот затопленный коридор шириной 10 футов укреп лён через равные промежутки деревянными балками. Огарки факелов плавают в мутной воде. Там, где тоннель сворачивает на запад к зоне П29, персонажи услышат отзвуки схватки, идущей в этой зоне.

П28. Старый погреб

Это затопленное помещение когда-то было погребом, а обвалившийся восточный коридор — началом лестницы, которая прежде вела в жилой дом в городе. Под мутной водой скрыты четыре оживших человеческих @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}, которые встанут и атакуют любого, кто пройдёт по комнате.

П29. Мортлок Вантампур

Звуки боя усиливаются по мере того, как персонажи приближаются сюда. Опишите игрокам сцену так:

\"Коридор выводит в затопленный зал, из которого ступени, вытесанные в камне, ведут на юг, север и северо-восток. В середине зала пол поднимается выше уровня воды, образуя островок. Вокруг островка плавают трупы и огарки факелов, а на нём кружат двое мужчин с обнажённым оружием. Один из них — здоровенный громила без брони со шрамами на лице и с дубиной — возвышается над противником, но явно тяжело ранен. Мужчина пониже мускулист и обнажён до пояса. Он сжимает окровавленный кинжал в одной руке, а факел в другой. Его голый череп не покрывает даже кожа.

Здоровяк с дубиной — 29-летний @UUID[Compendium.sc-creatures.sc-creatures.Actor.3n7han8c6pFBUZzC]{Мортлок Вантампур} (параметры см. на стр. 26), у него осталось 30 ПЗ. Его противник — ещё не раненный @UUID[Compendium.sc-creatures.sc-creatures.Actor.VYoDudLLIdAIZoWp]{Глава смерти Баала/Death's Head of Bhaal} (параметры см. на стр. 237) по имени Вааз. Ещё четверо культи стов Мёртвой Троицы убиты и лежат в воде — Мортлок размозжил им черепа.

Герцогиня Таламра Вантампур, мать Мортлока, терпит его, но старшие братья Тёрствелл и Амрик его ненавидят, считая болваном и выродком. Половину лица Мортлока ещё в детстве изуродовал ожог, и это уродство придало ему жуткий облик. Мать отправила его в подземелье под банями, чтобы помогать культистам координиро вать нападения по всему городу. Когда стало ясно, что культисты могут справиться и без Мортлока, Тёрствелл и Амрик втайне от матери сговорились с несколькими культистами Баала, чтобы те убили Мортлока.

Мортлок и Вааз прекратят схватку при появлении персонажей. Приняв их за пособников Мортлока, Вааз от ступит из боя в свой следующий ход и убежит в зону П33, где будет обороняться насмерть. Факел Вааз прихватит с собой. Мортлок не будет его преследовать, а попробует заключить союз с персонажами. Если те договорятся с Мортлоком, он выдаст им такие сведения в обмен на обещание, что его отпустят:

Если персонажи его отпустят, Мортлок спрячется в городе, пока не сможет купить место на судне и покинуть Врата Балдура. Возвращаться он не намерен.

Мортлок ужасно боится столкнуться со своей мамашей или братьями. Однако при успешной проверке Харизмы (Убеждение) со СЛ 14 его можно убедить, чтобы он помог персонажам схватить или убить Амрика в \"Низком фонаре\" (см. стр. 28). После этого Мортлок покинет город как можно быстрее, чтобы избежать гнева матери.

П30. Украденные сокровища

Тиамат Короткий лестничный пролёт ведёт наверх в круглую комнату, в центре которой стоят четыре деревянных сундука с навесными замками. Замки заперты, но пер сонажи могут забрать ключи у железного консула в зоне П12. Персонаж также может взломать замки инструмен тами вора, успешно пройдя [[/check dexterity 15 format=long]].

Сокровища. Каждый сундук весит 25 фунтов, когда пуст. Во всех четырёх сложены сокровища, украденные у Тиамат на Авернусе. Сокровище принесли во Врата Балдура дьяволы, служащие Зариэли, а Амрик Вантам пур по приказу матери передал их культистам Мёртвой Троицы. Содержимое каждого сундука описано далее.

В первом сундуке — [[/award 4500cp]] и два красных хрустальных пузырька с золотыми пробками (по 25 зм каждый). В каждом пузырьке — @UUID[Compendium.sc-items.sc-items.Item.v7WwFMLW65LtW4Nn]{зелье огненного дыхания}. Вместе с монетами и пузырьками сундук весит 70 фунтов.

Во втором сундуке — 10 глазковых агатов (по 10 зм каждый) среди [[/award 1250sp]]. Вместе с монетами и самоцве тами сундук весит 37 фунтов.

В третьем сундуке — изящная фарфоровая маска дракона (25 зм) поверх [[/award 2400cp 500sp]]. Вместе с монетами сундук весит 55 фунтов. Маска весит 1 фунт.

В четвёртом сундуке — бронзовая корона с пятью зубцами (250 зм). Каждый зубец имеет форму и окрас одного из пяти видов цветных драконов (белый, зелёный, крас ный, синий, чёрный). Корона весит 2,5 фунта.

П31. Факелы

В этой нише стоит деревянный ящик, больше в ней ничего нет. В ящике может уместиться до шестидесяти факелов, но сейчас они почти кончились, факелов осталось только пять.

П32. Краденое добро

По комнате расставлены девять деревянных ящиков. Между них шныряет шесть безобидных крыс, вроде той, что герои встретили в зоне П14.

Сокровища. Шесть ящиков пусты, не считая соломен ной подстилки. В трёх остальных хранится награбленное, которое культисты ещё не поделили, в том числе сухие пайки на 10 дней, сумка с двадцатью шипами \"чесноком\", три склянки @UUID[Compendium.sc-items.sc-items.Item.gVtuwzdWvVnJDdy6]{алхимического огня}, шесть пар @UUID[Compendium.sc-items.sc-items.Item.CATirYMYHjzX5wtV]{кандалов}, четыре @UUID[Compendium.sc-items.sc-items.Item.WUF0bNBy1wlPr53l]{огнива}, девять @UUID[Compendium.sc-items.sc-items.Item.QpIFcRXcKICjUIAN]{кинжалов } и четыре @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелья исцеления} в стеклянных пузырьках.

П33. Святилище Мёртвой Троицы

Если Вааз сбежал из зоны П29, он стоит тут перед ста туями в западной части зала, а на полу у его ног тлеет факел. Опишите помещение игрокам так:

Огарки факелов усеивают пол этого зала. Его западную часть занимаюттри шестифутовые раскрашенные деревянные статуи. Каждая статуя стоит на двухфутовом постаменте из красного камня, из-за чего кажется выше и страшнее.

Центральная статуя изображает мужчину в латах, чьё лицо скрыто жутким забралом шлема. Он весь выкрашен красным, кроме правой латной рукавицы — она чёрная. В этой рукавице он сжимает кроваво-красное копьё, нацеленное вверх. Статуя на севере изображает благородного мужчину в лиловой мантии и маске арлекина, который держит за спиной кинжал. Статуя на юге изображает скелет в чёрной мантии, его челюсти открыты, а костяные руки вытянуты вперёд.

Культисты собираются в этом зале, чтобы планировать нападения в городе. Эти встречи часто кончаются сва рами; впрочем, обычно культисты Баала и Миркула следуют планам последователей Бейна, умеющих мыслить стратегически. Каждая статуя — из цельного дерева и весит 150 фун тов. Статую можно свалить с постамента, успешно пройдя [[/check athletics 15 format=long]].

Статуя Бейна. Статуя мужчины в броне изображает Бейна. Копьё у него настоящее, но немагическое. Когда любой гуманоид впервые окажется в пределах 5 футов от статуи, он должен пройти испытание Харизмы со СЛ 12, при провале он опустится на колени. Пока существо стоит на коленях перед статуей, оно не может ни двигаться, ни совершать действия или ответные действия. Существо может повторять испытание в конце каждого своего хода, при успехе эффект для него прекращается.

Статуя Баала. Маска арлекина — отдельный предмет, который можно снять со статуи. Под маской обнажится жуткое лицо Баала, похожее на череп.

Статуя Миркула. Любой, кто осквернит эту статую, будет проклят Владыкой Костей. Пока проклятие не снимут заклинанием снятие проклятия или подобной магией, осквернитель не получает пользы от магического исцеления.

Внезапно! Драконьи культисты!

Если персонажи очистят подземелье от культистов Бейна, Баала и Миркула, все оставшиеся последователи Мёртвой Троицы будут избегать подземелья и бань, едва поймут, что тут больше не безопасно.

Когда персонажи выйдут из подземелья и бань, их ждёт последняя сцена во дворе (зоне П1). Зачитайте или перескажите следующий текст, чтобы начать сцену:

Едва вы вышли из бань, с ограды двора спрыгивают пять фигур и преграждают вам путь. Они одеты в чёрную кожаную броню, странные маски и плащи, придающие им отдалённое сходство с драконами. Все пятеро размахивают кривыми стальными клинками, похожими надраконьи когти.

Эти люди — четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{Культист/Cultist} Тиамат и их вожак — @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{Фанатик культа/Cult Fanatic}, мужчина по имени Ультисс. Этих хаотичных злых последователей Тиамат прислал Аркон Жестокий (см. главу з) вернуть сокровища, украденные у драконьей королевы на Авернусе лазутчиками Зариэли. Благодаря этим сокровищам герцогиня Вантампур и её сыновья купили верность последователей Мёртвой Троицы.

Культистов привели сюда видения, посланные Тиамат, и они точно знают, когда находятся в пределах 1000 футов от краденых сокровищ. Если персонажи взяли хоть часть сокровищ из зоны П30, культисты атакуют их, чтобы вернуть своё. В ином случае культисты потребуют, чтобы персонажи не путались под ногами и не лезли в их дела. Добыв украденные сокровища королевы драконов, культисты намерены выследить и убить Вантампуров и всех остальных во Вратах Балдура, кого считают шпи онами Зариэли. Те из культистов, кто переживёт эту сцену, могут появиться позже, чтобы помочь или помешать персонажам, если вы так решите.

Если невидимый @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp} присутствует в зоне П1, когда персонажи столкнутся с культистами Тиамат, он бесшумно проследит за событиями и доложит Тёрствеллу Вантампуру, вернувшись на виллу.

Куда дальше?

Поняв, что старшие братья сговорились убить его, Мортлок Вантампур станет уговаривать персонажей схватить или убить Амрика в портовой таверне \"Низкий фонарь\". Сюжет приключения предполагает, что персонажи сразу же отправятся туда. Если персонажам нужен дополни тельный мотив для охоты за Амриком, Мортлок заверит их, что мать очень ценит безопасность Амрика и пойдёт на переговоры, если персонажи схватят его. Он намек нёт, что глупо бороться с герцогиней Врат Балдура, не имея подобного преимущества. Если же персонажи решат сразу штурмовать виллу Вантампуров, переходите к разделу \"Вилла Вантампуров\" (стр. 32).

Очистив подземелье Мёртвой Троицы, персонажи должны получить 3-й уровень, прежде чем отправляться в \"Низкий фонарь\" или на виллу Вантампуров.

(ур.3) «Низкий фонарь»

Персонажи встречаются ещё с одним сыном гер цогини Вантампур в портовой таверне «Низкий фонарь». Там же они находят беглую Всадницу Преисподней — Рею Ментелморн.


«Низкий фонарь» — обветшалое трёхмачтовое торговое судно, стоящее на якоре в восточной части гавани. Оно уже давно непригодно для выхода в море, так что его превратили в плавучую таверну и игорный дом, откры тый круглые сутки. Игра в «Кости Балдура» тут не менее популярна, чем в прочих тавернах города (см. врезку «Таверны во Вратах Балдура», стр. 16).

Другие сцены с Мёртвой Троицей

Очистив подземелье Мёртвой Троицы, герои могут встретить культистов Бейна, Баала или Миркула в других частях Врат Балдура. Эти злодеи (см. приложение Г) обычно действуют смешанными группами последователей трёх богов. Вот несколько подходящих сцен для группы из четырёх-пяти персонажей с з-го по 5-й уровни:

Отряд похитителей (для персонажей з-гоуровня). Четверо кулаков Бейна, три ночных клинка и два некромайта Миркула пытаются схватить кого-то из горожан ради пыток или выкупа.

Отряд убийц (для персонажей 4-гоуровня). Железный консул и два охраняющих его кулака Бейна используют трёх ночных клинков как разведчиков и убийц, чтобы нападать на случайных прохожих. Черепоббец Миркула оказывает магическую поддержку, творя заклинание тьма, чтобы запутать врагов и облегчить отступление.

Отряд мстителей (для персонажей 5-го уровня). Чёрная рукавица Бейна придёт за персонажами вместе с двумя жнецами Баала и мастером душ, управляющим отрядом нежити из шести скелетов или четырёх зомби.

О таверне

Местоположение «Низкого фонаря» отмечено на карте 1.1 (стр. 13), а на карте 1.4 показан его внутренний план. Опишите таверну игрокам так:

Туман скрывает «Низкий фонарь», пока вы не подойдёте на сотню футов, и лишьтогда вы видите его высокие мачты и скрипучий корпус. На судне, превращённом в плавучую таверну, есть снасти, но нет парусов, и оно приковано к причалу толстыми цепями. Деревянный трап ведёте причала на главную палубу. Фонарь на носу горит призрачным зелёным светом, показывая, что таверна открыта.

Днём в «Низком фонаре» тихо, лишь несколько завсег датаев выпивает и играет на нижней палубе. Заведение оживает по ночам — оно популярно как место тайных встреч среди наименее законопослушных жителей го рода вроде пиратов и наёмников Пламенного Кулака после службы.

Владеет таверной Ларейлра Тандрет, человеческая женщина средних лет, маг. Завсегдатаи и сотрудники зовут её Капитаном. Ларейлра нейтральная, она не ин тересуется личными делами клиентов и не вмешивается, когда те устраивают потасовки, — главное, чтобы они потом заплатили за ущерб. На публике Ларейлра часто появляется с крабом-фамильяром на плече. С рассвета до полудня она отдыхает у себя в каюте (зона Ф4) — ест, спит и читает книгу заклинаний.

В «Низком фонаре» подают выпивку и лёгкие закуски, а не полноценные обеды. В таверне постоянно дежурят по два бармена-кенку и по шесть вышибал (люди-головорезы). Персонал работает сменами по восемь часов: одна смена приходит, другая уходит.

Завсегдатаи таверны

В «Низкий фонарь» ходят самые бедные горожане, иностранные купцы и матросы, у которых ещё остались деньги. К приходу персонажей среди завсегдатаев есть такие:

Амрик Вантампур ведёт свои дела в «Низком фонаре» с согласия Ларейлры. Если персонажи спросят про него, их направят в зону Ф6.

Зоны таверны

Эти места отмечены на карте 1.4.

Ф1. Главная палуба Опишите игрокам эту зону так:

Деревянные лестницы с главной палубы судна ведут наверх на полуют и полубак и вниз, вглубь корабля. Деревянная решётка со стёклами, запертая на навесной замок, пропускает свет на нижнюю палубу. Там и находится сама таверна—её видно сквозь стёкла решётки. На палубе валяются четыре дохлые чайки, а из «вороньего гнезда» на увитой снастями мачте с высоты сорок футов на вас каркают два настоящих ворона.

Эти два ворона — бесы, сменившие форму. С их помо щью Тёрствелл Вантампур (см. стр. 34) присматривает за братом Амриком. Бесы обожают почём зря убивать пролетающих чаек, а работники таверны никак не могут понять, откуда берётся столько птичьих трупов. Изу чив труп чайки и успешно пройдя [[/check medicine 13 format=long]], персонаж поймёт, что чаек зако лоли жалом. Если бесы заметят, что Амрик покидает судно, они проследят, чтобы его не преследовали.

Если они поймут, что Амрик в опасности, они спустятся и атакуют того, кто ему угрожает. В остальное время бесы будут избегать боя и делаться невидимыми, чтобы их не схватили и не убили.

Ф2. Полубак

На этой части палубы валяются ещё [[/r 1d4]] дохлые чайки (пояснения см. в зоне Ф1). На бушприте висит фонарь с зелёными стёклами, указывающий, что таверна от крыта. Ежедневно в полдень работник таверны забира ется на бушприт, чтобы погасить фонарь, заправить его маслом и снова зажечь.

В тёплые ясные ночи Ларейлра выносит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли выпить и сыграть при свете звёзд.

Ф3. Полуют

Ни штурвала, ни румпеля нет, на их местах остались только дырки. Как и в зоне Ф2, в хорошую погоду Ларейлра иногда ставит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли попировать под открытым небом.

Ф4. Каюта Ларейлры

Замок на каюте Ларейлры проржавел настолько, что уже не запирается, а она всё никак его не поменяет, так что каюта не заперта. Один из вышибал в зоне Ф5 присма тривает за дверью и осадит любого, кроме Ларейлры, кто сунет туда нос. Опишите каюту игрокам так:

Каюта полна разнородной деревянной мебели: кровать со столбиками в форме русалок, прикроватный столик, платяной шкаф, письменный стол, кресло, накрытое мехами, и небольшой обеденный столик, окружённый четырьмя простыми стульями. В изножье кровати стоит изукрашенный морской сундуке навесным замком.

Ключ от сундука Ларейлра хранит в ближайшем стол бике кровати: его набалдашник отвинчивается, а внутри тайник, где спрятан ключ. Замок сундука также можно взломать, успешно пройдя [[/check dexterity 20 format=long]] с использованием инструментов вора. Помимо предметов, описанных в разделе «Сокровища», в сундуке есть четыре летающих кинжала, которые атакуют любого, кроме Ларейлры, кто откроет сундук. Используйте для кинжалов параметры летающих мечей, но с такими изменениями:

Сокровища. В сундуке хранится пара хороших сапог, бутылка с изысканным вином (10 зм), пачка писем от анонимного поклонника и книга заклинаний Ларейлры, где записаны все её подготовленные заклинания, а также волшебное оружие, опознание, полиглот, порыв ветра, послание и сон.

Ф5. Бар и игорный зал

Самая людная и шумная часть судна. Тут пахнет по том, дешёвым элем, гниющей древесиной и засохшей рвотой. Трое вышибал (головорезы) стоят так, чтобы видеть всё происходящее. Если Ларейлра не у себя в каюте (зона Ф4), она сидит у южного конца барной стойки с крабом-фамильяром на плече. Новых клиентов Ларейлра приветствует заученной речью:

«Добро пожаловать! Меня зовут Ларейлра Тандрет, но народ тут зовёт меня Капитаном. Если хотите выпить или сыграть, вы пришли в подходящее место. Только будьте осторожны, тут случаются заварушки».

Используйте раздел «Завсегдатаи таверны» при необходимости, чтобы описать обитателей таверны. Тут всегда найдётся желающий сыграть в «Кости Балдура».

Таверну освещают подвешенные масляные фонари и естественный свет, проникающий через застеклённую решётку и грязные иллюминаторы. Каждый иллюминатор диаметром в 1.5 фута и заперт изнутри на ржавую щеколду.

Ф6. Салон таверны

Салон занимает целую палубу и освещён масляными фонарями, свисающими с потолка высотой 8 футов на футовых цепях. На палубе нет окон, но есть бар, диваны, кофейные столики и столы, за которыми клиенты могут общаться и играть. Трое вышибал (головорезы) стоят в салоне так, чтобы их было видно.

Амрик Вантампур (см. параметры во врезке) превра тил пару диванов и кофейный столик у кормовой стены в своё рабочее место. Зная, что многие завсегдатаи таверны — неудачливые игроки, которые вечно залезают в долги, он открыл тут ростовщическую контору. В обмен на занимаемое помещение Амрик оплачивает вино, которое доставляют в «Низкий фонарь», благодаря чему предприятие Ларейлры окупается.

33-летний Амрик сидит один на диване у правого борта, положив ноги на стол и осматривая салон. Диван у левого борта свободен — он для клиентов. У Амрика два телохранителя. Кашарра, @UUID[Actor.7oCGYh1Y45ewLuaG]{игольчатый дьявол}, сидит наспинке дивана Амрика. Валтус, принципиальный злой человек-@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{головорез }с сонными глазами и собран ными в хвост рыжими волосами, сидит у ближайшего конца барной стойки. Валтус держит при себе мешочек со 150 зм, из которых Амрик даёт ссуды клиентам. Если Амрик решит, что его жизнь в опасности, он взорвёт по тайную дымовую бомбу и отступит наверх по лестнице, оставив телохранителей прикрывать побег.

Амрик обожает выпить и обменяться любезностями, прежде чем перейти к делу. Персонал Ларейлры он вы муштровал так, что они по малейшему жесту понимают, когда поднести напитки. Если он хочет, чтобы выпивку отравили, у него и на это есть тайный знак. Под барной стойкой спрятана бутылочка с четырьмя дозами @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.Bu9DCpSFwns6XE5d]{ступора }(см. «Яды» в главе 8 Dungeon Master’s Guide [«Руководства мастера подземелий»]), с помощью которой бармен-кенку может отравить напитки по сигналу Амрика.

Ф7. Гостевая каюта

Эта каюта сейчас не занята. Из мебели тут есть кровать, платяной шкаф, пустой письменный стол и стул. Масляный фонарь висит на ржавом крюке, привинченном к мачте.

Замок на двери в каюту проржавел и бесполезен, но стулом можно подпереть ручку двери так, чтобы она не открывалась. В таком случае, чтобы открыть дверь, понадобится успешно пройти [[/check athletics 13 format=long]] и наделать много шуму.

Ф8. Спальни

Эта часть судна находится ниже уровня воды, и тут вечно бывают течи. Лужи воды скапливаются в изгибах пола, всё кругом воняет рвотой и мочой.

В четырёх нишах стоят дешёвые койки, где пьяницы могут проспаться. В носу висят четыре гамака для тех же целей. В любое время [[/r 1d4]] простолюдина спят (пребывают без сознания) в этой зоне после бурной ночи. Если персонажи решат обчистить их, у каждого есть по ко шельку с [[/r 1d6]] см и [[/r 2d6]] мм.

Общение с Амриком

Если персонажи не атакуют его сразу, Амрик решит, что им нужна ссуда. Он с радостью предоставит ссуду в пределах 150 зм (столько сейчас носит его телохранитель Валтус). Условия Амрика просты: возврат долга через десяти дневку с доплатой 25%. Амрик — член влиятельной семьи Вантампур, у него хватает приспешников, чтобы выбить долг из любого, кто откажется платить, а влияние его семейства простирается далеко за пределы Врат Балдура.

Персонажи могут взять ссуду с намерением выплатить её или обмануть. Если персонажи решат надуть Амрика, им надо пройти [[/check persuasion format=long]] в состязании с Мудростью (Проницательность) Амрика, как описано в главе 7 Player’s Handbook («Книги игрока»). Персонажи могут расспросить Амрика, чтобы выудить сведения, но Амрик — опытный лжец, который ни за что не выдаст себя или члена семьи, которого боится, вроде матери и старшего брата. Если персонажи упомянут Мортлока, Амрик заявит, что этот «уродливый громила» якшается с худшими отбросами Врат Балдура и позорит семью. Очевидно, что Амрик не выносит Мортлока, но ни за что не признается, что планировал убийство брата. Если персонажи обвинят его в этом, Амрик скажет, что во всём виновен сам Мортлок. Если это не сработает, он прикроется именем и репутацией матери, надеясь, что персонажи дважды подумают, прежде чем оскорбить или ранить любимого сына герцогини Таламры Вантампур.

Амрик никогда не дерётся насмерть и сдастся, если не сможет победить, уговорить или сбежать от опасного противника. Если персонажи победят телохранителей Амрика и возьмут его в плен, он сделает всё, что ему велят, пока не представится случай сбежать. Персонал «Низкого фонаря» вмешиваться не станет.

Если персонажи убьют Амрика на борту «Низкого фонаря», Ларейлра предупредит их, что это навлечёт гнев герцогини Таламры Вантампур. Она посоветует им немедленно сбежать из Врат Балдура, прежде чем их отправят на корм рыбам.

Рея Ментелморн

Прежде чем персонажи уйдут из «Низкого фонаря», их поприветствует новый посетитель. Зачитайте следующий текст игрокам:

К вам подходит фигура в плаще, лязгая доспехами при каждом шаге. Рука в перчатке покоится на эфесе длинного меча. Другая рука приподнимает капюшон, открывая лицо молодой девушки со смуглой кожей, рыжими волосами и пронзительным взглядом.

Фигура в плаще — Рея Ментелморн (принципиальная добрая, человек, Всадница Преисподней; используйте параметры ветерана). Рея говорит на всеобщем.

Рея родилась в Турмише и в двенадцать лет уехала в священный город Эльтурель, чтобы обучаться как Всад ник Преисподней. Она верная служительница Торма и всегда готова пожертвовать собой ради общего блага.

Рассказ Реи

Рея тренировалась в нескольких милях к северу от Эльтуреля, когда город исчез. Она не поверила своим глазам, но свет Спутника погас и он почернел, а город, казалось, рухнул и провалился за горизонт — это жуткое зрелище Рея теперь не может забыть. Она вернулась в Эльту рель, но обнаружила на месте города только кратер. Ей пришлось отвести группу перепуганных беженцев на запад, во Врата Балдура. Прежде чем Пламенный Кулак закрыл городские ворота. Рея и несколько её товарищей успели проникнуть за стены, но не ушли далеко — их остановили солдаты Пламенного Кулака. Беженцы раз бежались, а Рею зажал в угол головорез из Пламенного Кулака. Ей удалось ранить солдата мечом, сбежать в пе реулок и стянуть у кого-то плащ, чтобы скрыть броню и оружие. С тех пор она в бегах и в розыске.

Рея во Вратах Балдура недавно, но быстро поняла, что город — сточная канава, где все продажны, а смерть караулит в тумане за каждым углом. Она изучает слухи, что Тейвиус Криг, высший наблюдатель Эльтуреля, тоже в городе. Рея не нашла тому подтверждений, но ходят слухи, что Крига видели в сопровождении четырёх стражников, работающих на Вантампуров. Поместье Вантампуров находится в Верхнем Городе, куда она по пасть не может, но Рея выяснила, что Амрик Вантампур ведёт дела в «Низком фонаре». Она намерена расспро сить его насчёт этих слухов.

Рея не подозревает о предательстве Тейвиуса Крига. Она просто хочет получить ответ, что случилось с Эль- турелем. Если город возможно спасти, Рея пойдёт ради этого на всё. А вот судьба Врат Балдура её мало волнует. «Надеюсь, их сожрут крысы», — ворчит она.

Если персонажи покажутся Рее доблестными и честными, они сразу ей понравятся. Осознав, что у них схожие цели, она предложит им вместе отправиться на виллу Вантампуров.

Если персонажи раскроют, что служат Пламенному Кулаку, Рея в панике выхватит длинный меч, готовясь защищаться. Персонажи могут успокоить её, сказав, что не намерены её арестовывать. Чтобы загладить недоразумение, Рея признает, что Пламенный Кулак разыскивает её из-за «неприятного инцидента», в котором почти нет её вины.

Если Рея вступит в группу

Рея готова присоединиться к искателям приключений, если ей позволят. У неё нет друзей во Вратах Балдура, и она не может без посторонней помощи попасть на виллу Вантампуров в хорошо охраняемом Верхнем Городе. Она всеми силами будет содействовать группе, пока действия и решения персонажей помогают ей подобраться к истине о том, что случилось с Эльтурелем. Выяснив судьбу города, Рея пойдёт на всё, чтобы вытащить его из Девяти Преисподних.

Как персонаж мастера, Рея находится под его контролем. Но если вас утомит играть за неё, можете отдать Рею одному из игроков как второго персонажа. Можно дать согласному на это игроку копию блока параметров ветерана из Monster Manual («Энциклопедии чудовищ»).

(ур.3) Вилла Вантампуров

Получив доказательства, что герцогиня Вантам пур — прямая и явная угроза Вратам Балдура, ге рои берут штурмом её виллу и отнимают дьяволь скую коробку с секретом у последнего её сына.


Вилла Вантампуров находится в Верхнем Городе, где живут богатейшие горожане и постоянно ходят патрули Стражи. Местоположение виллы отмечено на карте 1.1 (стр. 13), а на карте 1.5 показан её внутренний план. Вилла связана с комплексом подземелий и канализации, показанным на карте 1.6 (стр. 37).

Персонажи могут отправиться на виллу Вантампуров сразу после подземелья Мёртвой Троицы или визита к Амрику Вантампуру в «Низком фонаре». Если они возьмут Амрика в плен, то могут рассчитывать, что Рея Ментелморн присмотрит за ним.

Как попасть на виллу

Каждые ворота в Верхний Город бдительно охраняют по двадцать стражников. Если персонажи предъявят бляхи, что им выдал капитан Зодж, стражники пропустят их в ворота даже в сопровождении пленника или беглеца в розыске вроде Реи Ментелморн. Любого персонажа без бляхи допросят и заставят заплатить за вход 2 мм.

Если персонажи приведут пленного Амрика, он не будет провоцировать стычку со стражниками у ворот, опасаясь, что пострадает сам.

Семья Вантампур

Таламра Вантампур — коварная дьяволопоклонница возрастом под семьдесят лет, способная заглянуть в глаза адской гончей, не вздрогнув. Она полнотела, а сильные руки выдают, что начинала она как простая работница. Юность она провела в подвалах и канализации Врат Бал дура, где чинила трубы и вычищала городские отбросы. Из таких вот низов Таламра выбилась в управляющие городского водопровода и канализации. Теперь она оде вается в роскошные платья, подобающие её статусу гер цогини Врат Балдура.

Именно Таламра подстроила исчезновение верховного герцога Ульдера Рейвенгарда, чтобы добиться своей главной цели — стать верховной герцогиней. В свободное от политических интриг время она проворачивает тайные дела в подземельях под виллой.

Таламра трижды овдовела, но каждому из покойных мужей подарила по сыну. Её старший, Тёрствелл, — бледный и болезненный отшельник чуть старше сорока. Запершись у себя, он с помощью бесов шпионит за братьями, Амриком и Мортлоком. Обоих он презирает: Амрика — за то, что он маменькин любимчик, а Мортлока — за то, что он урод и болван.

Главная проблема Тёрствелла в том, что мать не видит в нём наследника и готовит к этой роли Амрика. Но при всей своей зависти Тёрствелл не решается вредить Амрику напрямую, опасаясь гнева матери. Мортлок — другое дело. Все понимают, что Таламра и сама лишила бы его наследства, если бы не предсмертная просьба её третьего мужа — заботиться о Мортлоке, несмотря на все его недостатки.

Ещё один член семейства Вантампуров — @UUID[Actor.cNfi9FhQdWs4J1OR]{Слюногрыз}, жуткого вида трессим (крылатый кот) с куцым хвостом и множеством шрамов от драк. Встретив Слюногрыза, персонажи могут попробовать подружиться с ним (см. зону В5).

О вилле

Вилла Вантампуров — величественный каменный особ няк, рядом с которым есть конюшня. У обоих зданий наклонные крыши с красной черепицей. Виллу окру жает каменная ограда высотой 12 футов. С внутренней стороны ограды висят фонари, которые освещают двор и виллу по ночам, их зажигают в сумерках и гасят на рассвете. В ограде трое деревянных ворот — главный вход и каретный выезд на юге и чёрный ход на севере.

Деревянные двери виллы и окна со свинцовыми ра мами не заперты. На Вантампуров работает охрана, патрулирующая двор (см. зону В1). Стражники живут не здесь и сменяются каждые шесть часов.

Слуги

На Вантампуров работает четверо постоянных слуг, живущих здесь (все нейтральные люди, простолюдины):

Амбру наняли недавно на замену прежней горничной, которую герцогиня Вантампур сбросила с лестницы за разбитую вазу.

Зоны виллы

Эти места отмечены на карте 1.5.

В1. Двор

Девять принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражников }патрулируют двор тремя группами по трое. При первом появлении персонажей они находятся в точках, отмеченных «В1» на карте 1.5, и кружат по двору против часовой стрелки.

Стражники атакуют любого, кто проникнет на территорию поместья без разрешения или предварительного извещения герцогини Вантампур или одного из её сыновей. Если персонажи прихватили с собой Амрика или Мортлока, то могут убедить любого из них провести героев мимо стражи. Если нет, персонажам придётся победить стражу или проскользнуть незаметно. Стражникам хорошо платят, так что взяток они не берут, а Пламенный Кулак они презирают. Чтобы проскользнуть мимо группы стражников, каждому персонажу надо успешно пройти [[/check stealth 13 format=long]]. Проверка совершается с преимуществом ночью или в туман.

В2. Конюшня

В этом каменном здании находятся стойла четырёх лошадей-тяжеловозов и хорошо оборудованная кузня с наковальней и горном. Тут может быть Сарвиндер Пек (см. «Слуги»), кующий новые подковы.

Люк. Квадратная плитка размерами з на з фута в югозападном углу конюшни служит потайным люком в полу. Персонаж обнаружит люк, обыскав зону и успешно пройдя [[/check perception 15 format=long]]. Камень скрывает лаз с кирпичными стенами и вертикальной деревянной лесенкой, ведущей вниз на 15 футов в зону подземелья В27. Если Вантампурам придётся бежать из подземелья, через люк они могут быстро добраться до лошадей.

В3. Фойе

Если персонажи постучат во входную дверь, дворецкий Фендрик Грей (см. «Слуги» ранее) подойдёт сюда из зоны В10, чтобы поприветствовать их. Он впустит их, если их ждут, в противном случае велит уйти.

Опишите игрокам зону так:

Помимо главного входа, в помещении два выхода. Гипсовая полка, уставленная вазами, опоясывает комнату на высоте 9 футов. На плитках пола лежит изысканный ковёр шириной 10 футов и длиной 15 футов, на котором изображена коронация. Один гобелен настене изобра жает дракона, летящего над кораблём, другой — паломников на верблюдах.

Среди ваз на верхней полке таятся четверо невидимых @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{бесов}, по одному в каждом углу. Бесы спрыгнут и атакуют любого, в ком узнают нарушителя, даже если с персонажами будет Мортлок или пленный Амрик.

Сокровища. Вазы, ковёр и гобелены — ценные предметы искусства, только вместе они не сочетаются. Каждая из шестнадцати ваз весит 2 фунта и стоит 25 зм. Ковёр весит 50 фунтов и стоит 250 зм. Каждый из двух гобеленов весит 5 фунтов и стоит 75 зм.

В4. Комната слуг

Эта комната не украшена, здесь только четыре простые койки и обеденный стол для слуг особняка. Слуги хранят запасные ливреи и прочие личные вещи в ящиках под койками. Тут нет ничего ценного.

В5. Кухня

Днём эту зону наполняют аппетитные ароматы — это кухарка Габури д’Вейлан (см. «Слуги», стр. 33) готовит еду для Вантампуров и их слуг. Габури не терпит посторонних на кухне, когда готовит.

Над тремя кухонными столами в середине помещения висят горшки, сковородки и прочая кухонная утварь. Полки уставлены мисками, тарелками, приправами, специями и сухими продуктами. Кухонный лифт с ручным подъёмным механизмом позволяет доставлять еду прямо в спальню герцогини Вантампур (зона В17). Колокольчик возле лифта подаёт сигнал, когда герцогиня желает отобедать.

Трессим Слюногрыз (параметры см. на стр. 243) бродит по кухне, убивает крыс и пожирает всё, что Габури роняет на пол. Слюногрыз не особо привязан к семейству Вантампур, а Тёрствелла и его бесов терпеть не может. Трессим подружится с любым персонажем, который его покормит, и будет ходить за ним по дому, используя свою особенность Обнаружение невидимости, чтобы предупреждать, когда поблизости невидимые бесы.

Вб. Кладовая

В этой затхлой каморке хранятся еда и напитки.

В7. Лестница вниз

В этой комнате стоит бочка с питьевой водой. Лестница с кирпичными стенами ведёт вниз на 15 футов в зону В20.

В8. Гостиная

Принимая гостей в этой комнате, герцогиня обычно сидит в строгом кресле с высокой спинкой, а гости — на двух мягких диванах напротив, за кофейным столиком. Тайник в левом подлокотнике кресла герцогини можно найти, осмотрев кресло и успешно пройдя [[/check perception 15 format=long]]. В нём лежит посеребрённый кинжал.

На окнах висят тонкие занавески, рассеивающие есте ственный свет, а стены украшены портретами в рамах, изображающими герцогиню, трёх её покойных мужей, её сыновей и крылатого кота Слюногрыза.

Сокровища. Гобелен на северной стене изображает пылающих ангелов, которые падают с небес в огненную бездну. Он весит 5 фунтов и стоит 150 зм.

В9. Трапезная

Таламра с сыновьями собираются тут раз в десятидневку на семейный ужин, вечно выливающийся в ссоры. Зачитайте следующий текст, когда персонажи увидят зону:

Железная люстра висит над обеденным столом из чёрного дуба, который окружён восемью стульями с высокими спинками, вырезанными в форме дьяволов. Одну стену занимает камин, а по бокам от него окна с алыми портьерами. У другой стены стоит роскошный буфет-бар со стеклянными дверцами.

На люстре сидят три невидимых беса, ведущих себя так же, как бесы в зоне В3. Механизм с подъёмным блоком позволяет опускать и поднимать люстру. Верёвка привя зана к крюку в восточной стене возле буфета.

Сокровища. В буфете есть восемь кубков из красного хрусталя (по 25 зм каждый) и шестнадцать бутылок вина. В пятнадцати бутылках изысканное вино (по 10 зм каждая). Вино в последней отравлено @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.VzUpKXRsrCWVDpCZ]{полночными слезами}, ядом без вкуса (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руко водства мастера подземелий»]}. Эта особая бутылка стоит от дельно и предназначена для гостей, от которых герцогиня хочет избавиться.

В10. Галерея

Окна на юг занавешены чёрными портьерами, так что в этом коридоре темно и прохладно. Фендрик Грей, престарелый дворецкий, ходит по коридору с фонарём в руке (если не занят в другом месте), а горничная Амбра Фоллвотер подметает пыль (см. «Слуги», стр. 33). Дере вянная лестница в северном конце коридора поднима ется на 15 футов в зону В11.

В галерее хранится пёстрая коллекция гобеленов, картин и алебастровых бюстов на постаментах, чтобы впечатлять гостей. Герцогиня скупила весь этот хлам, уверенная, что это ценные предметы искусства, но всё это подделки сомнительного происхождения. Эта бессистемная коллекция — свидетельство её дурного вкуса.

Восковая фигура. 6-футовая восковая фигура в углу изображает герцогиню Таламру Вантампур с трессимом Слюногрызом на руках. У трессима во рту воско вая крыса. Посетители, вошедшие в галерею из фойе (зона В3), часто принимают статую за живую, поскольку она стоит сразу за дверью и очень реалистична.

В11. Верхний коридор

В этом коридоре дует сквозняк, а на стропилах висят фонари. Лестница на севере спускается вниз на 15 футов в зону В10. Тут стоят на часах пятеро принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражников }— по одному у каждой двери. Они атакуют любого, кого не сопровождает член семьи Вантампуров. Если они услышат заварушку вдалеке, их нельзя застичь врасплох, но они не покинут пост, пока им не прикажет член семьи. Если тут начнётся бой, его услышит @UUID[Actor.B4FOlAidTRo4gd5N]{Тёрствелл Вантампур} в зоне В13.

В12. Балкон

Ограждение в виде крепостных зубцов идёт по краю балкона, выходящего на передний двор. Он находится на высоте 15 футов над землёй.

В13. Спальня Тёрствелла

Невзрачные занавески закрывают окна в этой простой комнате, где есть кровать, железный сундук с навесным замком, железная ванна на ножках и камин. Посреди комнаты стоит @UUID[Actor.B4FOlAidTRo4gd5N]{Тёрствелл Вантампур} (параметры см. во врезке), хилый и завистливый 42-летний мужчина с дьявольской коробкой с секретом в руках (см. «Сокровища» далее). Если Тёрствелл знает о незваных гостях, он успеет запереть коробку в сундуке, а ключ сунет в карман мантии.

Тёрствелл командует несколькими бесами, которые влетают и вылетают через дымоход, но к приходу пер сонажей здесь только одно такое существо. @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес } невидим, прячется в камине и атакует любого, кто угрожает Тёрствеллу.

Незнакомцев Тёрствелл встретит самым негостеприимным образом — сотворит @UUID[Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8]{священное пламя} на ближайшего из них. В тот же ход он сотворит на себя @UUID[Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o]{убежище } в качестве бонусного действия и использует перемещение, чтобы спрятаться под кроватью, пока бес его защищает. Если его возьмут в плен, он будет причитать, что тупые стражники не смогли защитить его, и тянуть время, надеясь, что захватчики отвлекутся и дадут ему шанс сбежать. Если его допросить, он выдаст такие сведения в обмен на освобождение:

Сокровища. @UUID[Item.TAFZianMkA19d71q]{Дьявольская коробка с секретом}—магический предмет, описанный на стр. 223. Каждая коробка с секретом устроена по-своему. Эта коробка принадлежала Тейвиусу Кригу и передана герцогине Вантампур на хранение. Герцогине любопытно узнать, что в коробке, и она отдала её Тёрствеллу, которого считает самым умным из сыно вей, чтобы тот попробовал вскрыть её, но пока ему это не удалось. Тёрствелла можно запугать, чтобы он отдал коробку, а можно и просто отобрать. Однако открыть коробку не по силам никому из персонажей. Шпион Фаластер Фиск, запертый в подземелье (зона В29), может посоветовать героям отнести коробку в Кэндлкип — там им помогут узнать, что в ней (см. стр. 45). В коробке хранится копия контракта, заключённого Тейвиусом с Зариэлью и погубившего город Эльтурель.

Замок на сундуке можно взломать инструментами вора, успешно пройдя [[/check dexterity 15 format=long]]. Сундук весит 50 фунтов, в нём хранится мятая одежда, красные восковые свечи, писчие перья, чистые листы бу маги и ёмкости с чернилами. Там также есть незапертый деревянный ларец, в котором лежат [[/award 73gp 120sp]] и @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелье исцеления}, а также книга в чёрном переплёте под названием «Апокалипто» — поэтическое пророчество неизвестного автора о конце мультивселенной (стоит 50 зм).

В14. Спальня Мортлока

В этой тёмной комнате стоит кровать, деревянный сундук на ножках и прикроватный столик. Сундук весит 25 фунтов, в нём немного непримечательной одежды раз мером под Мортлока, ничего не стоящие личные вещи и плюшевый тролль — игрушка Мортлока в детстве.

В15. Спальня Амрика

Эта комната обставлена со вкусом, в ней есть кровать, прикроватный столик, железная ванна на ножках, камин и деревянный сундук, окованный железом. Зеркало шириной з фута и высотой 6 футов встроено в восточную стену напротив камина. Лакированная деревянная рама зеркала украшена резьбой в виде крыс, воронов и пауков.

Сокровища. В сундуке Амрика хранится аккуратно сложенная @UUID[Compendium.sc-items.sc-items.Item.RWCw0wQHi6B0KLnk]{изысканная одежда} для подтянутого аристократа и шкатулка, вырезанная из кости (10 зм). В шкатулке лежит золотой @UUID[Compendium.sc-items.sc-items.Item.10U4gRf2NNpWHxf6]{перстень-печатка} (5 зм), украшенный девизом Вантампуров: «Каменные сердца нельзя ранить».

В16. Будуар герцогини

В этой комнате есть трюмо с овальным зеркалом в раме, на котором стоят флаконы с духами, кисточки, косме тика, иголки и катушки ниток. Из прочей мебели — складная деревянная ширма, украшенная изображе нием хищной птицы из золотой фольги, высокий чёрный платяной шкаф, наполненный корсетами и роскошными платьями, и декоративный позолоченный коврик, ле жащий перед тремя незапертыми деревянными сунду ками. Один сундук набит туфлями, в другом — три свадебных платья, а третий наполнен модными шляпками.

Сокровища. На трюмо стоит шесть флаконов дорогих духов (по 20 зм каждый), серебряная расчёска, инкрустированная лазуритом (100зм), и деревянная шкатулка с электрумовой филигранью (75 зм), где лежат жемчужное ожерелье (250 зм), платиновая камея в форме крыла того кота (50 зм) и два @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелья исцеления} в высоких хрустальных пузырьках.

В17. Спальня хозяйки

Когда герцогине Вантампур надо отдохнуть или её мучит мигрень, она удаляется в эту комнату. Принимает пищу она обычно тоже здесь. Еду доставляют с помо щью кухонного лифта в юго-западном углу (подробнее см. в зоне В5), рядом с которым есть шнур, чтобы звонить в колокольчик на кухне. Среди прочей обстановки — кровать с балдахином и сеткой от насекомых, деревян ная ширма, чугунная ванна на ножках, камин и желез ный сундук, запертый навесным замком. Замок отлит в форме злой рожицы рогатого дьявола. Ключ от замка Таламра Вантампур хранит при себе (см. зону В28), но замок можно взломать инструментами вора, успешно пройдя [[/check dexterity 17 format=long]].

Сокровища. Сундук весит 65 фунтов и снабжён ловушкой (см. «Ловушка» далее). В нём хранятся три тонких чёрных гроссбуха с записями на дьявольском языке (учёт официальных сделок герцогини Вантампур), @UUID[Compendium.sc-items.sc-items.Item.j3v4hfzZ4MQgEgms]{инструменты каллиграфа} (15 зм), набор отравителя (50 зм), кошель из овечьего пузыря с [[/award 22pp 85sp 113sp]] и флейта крысолова.

Ловушка. У сундука двойное дно на металлических пружинах. Общий вес предметов в сундуке удерживает дно, но если вынуть три или более предмета, фальшивое дно поднимется и выдернет пробку из тонкого стеклян ного пузырька под ним. Из пузырька вырвется облако ядовитого газа и наполнит сферу радиусом 10 футов во круг сундука. Облако неподвижно и существует 1 минуту или пока его не развеет сильный ветер. Любое существо, начавшее свой ход в облаке, должно пройти [[/save con 13 format=long]], при провале оно получит [[/damage 2d10 poison average=true]].

В18. Кабинет герцогини

Дубовый письменный стол повёрнут к середине комнаты, за ним стоит стул из того же набора, а на столе — два чёрных подсвечника. Из прочей мебели — три книж ных шкафа и стоячий чёрный латный доспех с глухим шлемом, длинным мечом и щитом. Железная винтовая лестница ведёт наверх в зону В19.

Доспех — это @UUID[Compendium.sc-creatures.sc-creatures.Actor.6x92E84WFJsJlO4z]{шлемоносный ужас}, созданный на Авернусе. Конструкция понимает дьявольский язык, но не говорит и невосприимчива к заклинаниям огненный снаряд, священное пламя и шокирующее прикосновение. В эту зону разрешено входить только герцогине Вантампур и её сыновьям. Если любое другое существо войдёт без их сопровождения, огненно-оранжевый свет наполнит пу стоту внутри шлемоносного ужаса и он атакует. Шлемоносный ужас будет гоняться за нарушителями и за пределами комнаты и отстанет, только если они покинут виллу или будут разрублены на части.

Книжные шкафы. Герцогиня Вантампур не любит читать, но ради престижа держит небольшую библиотеку изысканной литературы. В её кабинете двести книг. Персонаж, который проведёт 1 час за изучением коллекции, сможет найти двадцать редких первых изданий (по 25 зм каждое). Остальные книги можно продать интересующимся по 5 зм каждую, кроме бесполезной книги «Последний бой Всадников Преисподней». В её страницах вырезан тайник, где хранится железное колечко с двумя ключами. Они открывают клетки в зоне В19.

В19. Башенка

Если персонажи поднимутся по железной винтовой лестнице из зоны В18, опишите помещение так:

Винтовая лестница поднимается на 15 футов в квадратное помещение, где стропила пересекаются в десяти футах от пола, а выше только остроконечная крыша. Западную стену занимает пустой книжный шкаф, а на полу стоят две грязные клетки с навесными замками. В каждой по пленнику и ночному горшку.

Ключи, открывающие замки, можно найти в зоне В18. Персонаж может взломать замок инструментами вора, успешно пройдя [[/check dexterity 15 format=long]]. Находясь внутри клетки, замок на ней взломать нельзя.

На клетках сидят два невидимых @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{беса}. Пока вокруг никого нет, они дразнят пленников пустыми угрозами и насмешками, а пленники не отвечают и не кричат, боясь, что бесы их ужалят. Бесы не станут ввязываться в бой с хорошо вооружёнными нарушителями. Если кто-то попытается освободить пленника, ближайший невидимый бес пролезет между прутьями решётки и ужалит пленника насмерть, став при этом видимым. В свой следующий ход бес снова станет невидимым и скроется над стропилами.

Пленники. В северной клетке сидит Шолин Зораз (нейтральная женщина, человек, простолюдин), руководившая ремонтом канализации и планировавшая проложить городскую канализацию Нижнего Города в том месте, где находится подземелье Мёртвой Троицы (см. стр. 20). Герцогиня Вантампур хочет подержать здесь Шолин несколько дней, прежде чем отпустить. Бесы так запугали Шолин, что, если её освободят, она откажется от своих планов и не посмеет сказать ни слова против Вантампуров до конца своих дней. В южной клетке сидит Кейджил Орунмар (нейтральный злой мужчина, человек, простолюдин), сборщик налогов, устроивший Вантампурам проблемы. Герцогиня Вантампур намерена убедиться, что никто важный его не хватится, а затем убить Кейджила и скормить останки крысам в канализации. Если его освободят, Кейджил намерен покинуть Врата Балдура навсегда.

(ур.4) Подземелье виллы

В подземельях и канализации под виллой Вантампуров герои встречают Тейвиуса Крига и находят Щит Скрытого Владыки.


Как заведующая городской канализационной системой, Таламра Вантампур отгородила канализацию под своей виллой и создала персональное подземелье, где проводит религиозные церемонии и принимает гостей, столь же преданных архидьяволице Зариэли.

Особенности подземелья

Подземелье необычайно чисто и в отличном состоянии. Его основные особенности описаны далее.

Освещённые тоннели. Тоннели 9 футов высотой и со сводчатыми потолками. Масляные фонари с тол стыми зеленоватыми стёклами висят на футовых железных цепях через равные промежутки. Каждый фонарь испускает тусклый свет в радиусе 10 футов.

Железные двери. Двери сделаны из клёпаных листов железа, с железными ручками и хорошо смазанными петлями. В некоторых дверях есть замки или окошки, запираемые на засов, если это отдельно указано. Пер сонаж может взломать замок инструментами вора, успешно пройдя [[/check dexterity 15 format=long]], или выломать запертую дверь, успешно пройдя [[/check athletics 24 format=long]].

Поверхности и потайные двери. В подземелье кирпичные стены и полы из каменной плитки. В помещениях гипсовые потолки высотой 10 футов. Потайные двери сливаются с окружающими стенами, но персонаж с ночным зрением или при достаточном освещении может найти потайную дверь, успешно пройдя [[/check perception 10 format=long]].

Запах благовоний. Пары культистов-людей в чёрных мантиях ходят по коридорам с курильницами, постоянно наполняя подземелье дымом благовоний, чтобы заглушить тошнотворную вонь канализации.

Зоны подземелья

Прежде чем персонажи спустятся в подземелье, позвольте им повысить уровень до 4-го.

Эти места отмечены на карте 1.6 (стр. 37).

В2О. Погреб

Персонажи могут войти в этот погреб, спустившись по лестнице из зоны В7, или через восточную дверь. Зачитайте выделенный текст, описывая, что они видят, зайдя с любого направления:

Четыре каменные колонны поддерживают сводчатый потолок высотой 10 футов. В этом сухом погребе вдоль стен стоит дюжина бочек на деревянных козлах. В половину бочек вставлены латунные краны. В помещении также есть две груды деревянных ящиков — одна в середине, другая у южной стены.

В верхнем ящике в середине помещения сидят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьявола}, которые следят за происходящим через дырочки в стенках ящика. При виде нарушителя трое дьяволов выскочат и атакуют. В остальных ящиках в середине погреба хранятся вяленое мясо, буханки хлеба, головки сыра и прочая провизия, которой Вантампурам и культистам в подземелье хватило бы на ме сяц. В ящиках у южной стены хранятся свечи, склянки с маслом, благовония и крысоловки.

В шести бочках — питьевая вода, а в шести других — эль.

В21. Винный погреб

Более двухсот бутылок вина, заткнутых пробками, лежат на стойках высотой семь футов, занимающих западную и южную стены. В середине помещения сложены пустые деревянные ящики.

Сокровища. В семнадцати бутылках изысканное вино (по 10 зм за бутылку). Остальное вино на стойках — дешёвое (по 1 см за бутылку).

В22. Канализация

Обитатели подземелья часто пользуются этими освещён ными тоннелями. В воздухе висит густой запах благовоний (см. «Особенности подземелья»).

Гладкие каменные желобы, вытесанные в полу, от водят воду и стоки в зону Взо. Жёлобы шириной 4 фута и глубиной з фута, через неравные интервалы их пере секают изогнутые каменные мостики. Проходы по обе стороны жёлоба шириной з фута.

Бродячие чудовища. Обычные крысы время от времени попадают в подземелье через открытые трубы, торчащие из стен. Культисты расставляют крысоловки, когда оку ривают подземелье благовониями. Проходя по тонне лям, персонажи могут наткнуться на этих культистов.

В обычной сцене будут участвовать два принципиальных злых человека-@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культиста } в чёрных мантиях и золотых масках в виде дьявольских рож (стоят 25 зм, если найдётся покупатель) с курильницами, в которых тлеют благовония. Маска дьявола закрывает всё лицо, кроме глаз, ноздрей и рта. Каждая маска выглядит уникально.

Если сцена происходит в тоннеле, где есть жёлоб в середине, двое культистов будут идти по разные его сто роны в одном направлении, слегка помахивая курильницами. Можете усложнить сцену, заменив культистов @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{фанатиками культа} или добавив одного-двух невидимых бесов в сопровождение.

Если кого-то из таких культистов победят, снизьте число культистов в сцене в зоне В33 соответственно. Если персонажи не потрудятся спрятать тела убитых культистов, кто-нибудь рано или поздно найдёт их и преду предит @UUID[Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1]{шипастого дьявола} в зоне В26, если его к тому времени ещё не победили. Поднятый по тревоге дьявол начнёт обшаривать подземелье в поисках нарушителей.

В23. Холодный погреб

Вантампуры хранят в этом помещении туши скота и прочее сырое мясо. Посреди погреба с 10-футового потолка свисают шесть 3-футовых цепей, каждая с крюком. На четырёх висят освежёванные кабаньи туши, остальные два пусты.

В24. Столовая

Тут культисты обедают, но к первому приходу персо нажей здесь никого нет. В середине столовой стоят два деревянных стола со скамьями по бокам. Столовую осве щают шесть высоких кованых железных канделябров, расставленных у стен. Каждый канделябр высотой шесть футов, на нём горит девять свечей.

В25. Кухня

Тут культисты готовят еду, но к первому приходу пер сонажей здесь никого нет. В кухне неприятно жарко, тут горит пара чугунных печек, возле которых сложены дрова. Из прочей мебели есть деревянный стол, на ко тором готовят еду, и полки с тарелками, кружками, горшками и прочей утварью, а также банками с ингредиентами и приправами.

В26. Храм Зариэли

Железные двойные двери в этот зал украшены дьяволь скими рунами, вырезанными на арке. Персонаж, пони мающий дьявольский, может перевести руны: «Та, что пала, может вновь взлететь». Прислушавшись у двойных дверей или у одной из потайных, ведущих в этот зал, персонаж услышит, как полдесятка гуманоидов напевают на дьявольском языке.

Прислушавшись к хору, персонаж, понимающий этот язык, разберёт, что хор поёт хвалу архидьяволице Зариэли за неустанную борьбу в Войне Крови.

Замаскированные персонажи

Персонажи могут замаскироваться под культистов, сняв с побеждённых врагов маски и мантии. При такой маскировке у персонажей преимущество к проверкам Харизмы (Обман), чтобы обмануть дьяволов и культистов в подземелье под виллой Вантампуров.

Когда персонажи войдут внутрь, начните сцену, зачитав вслух следующий текст:

Два ряда высоких кованых железных канделябров с девятью свечами каждый озаряют мерцающим светом своды этого зала. Семифутовая статуя ангела с горящими белыми глазами и длинным мечом стоит на постаменте на юге. К западу от статуи стоит дьявол ростом шесть футов, ощетиненный шипами, и глядит на четверых культистов в чёрных мантиях. Те стоят на коленях в середине зала и распевают, их лица скрыты золотыми масками дьяволов. Стены украшают девять гобеленов, изображающих круги Девяти Преисподних.

Бестия с шипами — это шипастый дьявол по имени Одиус. Зариэль послала его служить герцогине Вантампур, и только им обеим он подчиняется. Поющие фигуры — принципиальные злые люди-культисты в чёрных мантиях и золотых масках дьяволов, аналогичных тем, что у культистов в зоне В22. Дьявол и культисты атакуют нарушителей, едва завидят, но персонажи могут об мануть их маскировкой (см. врезку «Замаскированные персонажи»).

Статуя. Изображает Зариэль в ангельской форме. Это объект крупного размера с КБ 17,33 ПЗ и невосприимчи востью к урону огнём, ядом и психическому урону. Ста тую можно повалить, успешно пройдя [[/check athletics 20 format=long]], при ударе о пол она расколется.

Сокровища. Голова и шея статуи полые. Внутри спрятана @UUID[Compendium.sc-items.sc-items.Item.LhjoxKm7bVhnN9vf]{+1 булава}, которую можно достать, только разбив статую. Навершие булавы испускает яркий свет в ради усе 5 футов и тусклый ещё на 5 футов. Носитель булавы может погасить или зажечь свет в качестве действия (именно от этого света горят глаза статуи).

В27. Тоннель для побега

За потайной дверью скрыт тоннель с деревянной лесен кой в северном конце. Лесенка поднимается по верти кальному лазу на 15 футов к люку в зону В2.

В28. Тайное святилище

Эта комната спрятана за потайными дверями (см. «Особенности подземелья», стр. 37). Скрип дверей при открытии такой громкий, что обитательница комнаты его заметит. Зачитайте следующий текст, когда персонажи войдут:

Комнату освещает пара кованых железных канделябров в северо-восточном и юго-восточном углах, на каждом горит по девять свечей. Их мерцающий свет озаряет алтарь на когтистых ножках, вырезанный из цельного куска обсидиана. Из его вершины извергается язык пламени в форме ангела. Перед алтарём на коленях стоит седая женщина.

Женщина у алтаря — @UUID[Actor.f2YuI8IPtZPNs9oK]{герцогиня Таламра Вантампур} (параметры см. во врезке). Она одета в роскошное платье, подобающее её титулу, и не вооружена. Однако у неё есть магические силы, дарованные Зариэлью, её покровительницей из Преисподней. Незваных гостей она встретит враждебно и не побрезгует лично отходить врагов кулаками, если начнётся драка. Не за бывайте о её ответном действии Адское возмездие, ко торое можно использовать дважды в день (но лишь один раз до её следующего хода).

Если у неё останется менее половины ПЗ, Таламра попробует отступить через ближайшую незаблокированную потайную дверь. Она либо переместится в зону В36, либо сбежит через зону В27. Но она настолько горда, что скорее умрёт, чем сдастся в плен, — и готова пожертво вать даже сыновьями, но не поддастся на шантаж. Когда же смерть настигнет её, последнее, что Таламра скажет: «Встретимся в Преисподней».

В кармане платья Таламра носит два ключа. Один от пирает сундук в её спальне (зона В17), другой — двери в хранилище (зону В36).

Обсидиановый алтарь. Чёрный алтарь весит 8оо фунтов и украшен маленькими дьявольскими рунами, выре занными вокруг языка пламени в форме ангела высотой девять дюймов, вырывающегося из его вершины. Пламя отдалённо напоминает Зариэль. Если стереть хоть одну руну, пламя погаснет, а алтарь расколется надвое.

В29. Тюрьма

Зачитайте следующий текст, когда персонажи откроют дверь:

В центре помещения стоит широкоплечая фигура слиловой кожей и бородой из щупалец, извивающихся, точно змеи. Тварь сжимает глефу и глядит на вас из тьмы, на её поясе висит связка ключей. По обе стороны поме щения тянутся железные двери, каждая с небольшим окошком, запертым на засов.

Тюремщик — @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатый дьявол} по имени Тосс, он атакует любого, кого сочтёт нарушителем или угрозой. Персонажи, переодетые культистами, могут обмануть Тосса, чтобы тот позволил им допросить или выпустить пленников (см. врезку «Замаскированные персонажи», стр. 39). Ключи на поясе дьявола отпирают камеры.

В двух камерах (на ваш выбор) сидят пленники. Остальные четыре пусты, но в них могут оказаться персонажи, попавшие в плен (см. врезку «Персонажи в плену»). Если вам надо ввести нового члена группы вместо убитого, он может начать приключение как пленник, запертый в одной из пустых камер.

Фаластер Фиск. Первый пленник — низенький, худощавый и образованный мужчина-человек лет пятиде сяти. Фаластер родом из Калимшана, он нейтральный шпион без оружия. Он говорит на всеобщем и дьявольском и носит длинный кафтан. Волосы у него тёмные, а аккуратная бородка выкрашена алым.

Фаластер работает на тифлинга Сильвиру Савикас, знатока Девяти Преисподних, которая живёт в Кэндлкипе. Когда Тейвиус Криг прибыл во Врата Балдура несколько дней назад, Фаластер вскоре прослышал, что Вантампуры его скрывают. Он начал разнюхивать подробности и был схвачен. Со спасителями он может поделиться такими полезными сведениями:

Если Фаластера выпустить, он поможет персонажам по мере сил, но постарается не лезть в драку. Зная, что может попасться, он добыл и запомнил схему подземелья под виллой Вантампуров. Он может отвести героев в потайные комнаты (зоны В28 и В34) и хранилище Вантампуров (зону Взб).

Сатиир Тион-Хьюн. Вторая пленница — худощавая аристократка-человек за семьдесят. Леди Сатиир родилась в богатой и влиятельной патриарской семье Хьюн. У неё параметры нейтрального злого @UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{благородного }без оружия и брони (КБ 11). Вантампуры похитили её, чтобы использовать как заложницу на случай, если Хьюны выяснят, кто похитил Щит Скрытого Владыки из их семейного склепа.

Втайне от Вантампуров Сатиир состоит в злодейском тайном обществе, чьи члены зовут себя Рыцарями Щита и провозгласили себя стражами @UUID[Item.yTwuWzWH9U8y49yB]{Щита Скрытого Владыки}. Но спасителям Сатиир о щите не скажет. Она заявит, что Вантампуры хотели, чтобы Хьюны не мешали Таламре Вантампур стать верховной герцогиней. Если отпустить Сатиир, она предупредит свою семью и союзников, что щит украли Вантампуры, и разрушит политическую карьеру герцогини Вантампур во Вратах Балдура. Персонажи могут встретить товарищей Сатиир по пути в Кэндлкип (см. «Рыцари Щита», стр. 44).

Взо. Железная решётка

Здесь тоннель плавно спускается к югу, выводя воду и стоки в городскую канализацию. Тоннель перекрывает ю-футовая квадратная вертикальная решётка из железных прутьев, промежутки между прутьями — 6 дюймов. Этого хватит для крысы, но персонажи обычного раз мера протиснуться не смогут. Прутья накрепко вмурованы в пол и потолок.

Персонаж может согнуть прутья, успешно пройдя [[/check athletics 25 format=long]], и создать проход, через который может протиснуться гуманоид среднего или меньшего размера.

Персонажи в плену

Если персонажей победят на вилле Вантампуров или в подземелье под ней, вы можете решить, что злодеи стабилизировали умирающих персонажей, забрали их снаряжение (его сложат в зоне В28) и заперли в тюрьме (зона В29). чтобы герцогиня Таламра Вантампур и культисты допросили персонажей и выяснили, что им известно. Это позволит отыграть побег из тюрьмы вместо полной гибели группы.

В31. Ризница

У стен в этой зоне стоят четыре деревянных платяных шкафа. Тут культисты оставляют мантии и маски, пре жде чем выйти из подземелья в город. Шкафы у западной стены пустуют. Обыскав шкаф у южной стены, персо нажи найдут четыре чёрные мантии и четыре золотые маски дьяволов (такие же, как у прочих культистов в этом подземелье).

В32. Соединительный тоннель

Тусклый свет двух зелёных фонарей не освещает коридор полностью, оставляя в его концах области темноты. Тоннель охраняют два принципиальных злых человека, @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{фанатика культа}, по одному на каждом конце. Персонажи с ночным зрением или собственными источниками света заметят фанатиков. В остальных случаях фанатики застигнут их врасплох. Фанатики носят чёр ные мантии и золотые маски дьяволов, аналогичные мантиям и маскам прочих культистов. Звуки боя отсюда услышат культисты в зоне В33, они вооружатся, но останутся на месте.

В33. Казарма культистов

Эту комнату освещают два высоких кованых железных канделябра с девятью мерцающими свечами каждый. По периметру помещения стоят десять деревянных коек, рядом с каждой незапертый сундук с повседневной одеждой культистов.

Тут собрались десять @UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культистов}, за вычетом тех, кого победили в зоне В22. Это принципиальные злые люди в чёрных мантиях и золотых масках дьяволов. Некоторые из них дремлют, другие сидят на койках и обсуждают слухи о роли Тейвиуса Крига в падении Эльтуреля и планах герцогини Вантампур насчёт Врат Балдура. Нарушителей культисты не потерпят. Звуки боя отсюда услышат фанатики культа из зоны В32, которые тут же придут выяснить, в чём дело.

В34. Зал для ритуалов

Это помещение скрыто за потайными дверями (см. «Особенности подземелья», стр. 37), у него следующие особенности:

Гипсовые своды этого зала высотой 10 футов украшены образами жутких крылатых дьяволов, которые взирают на символ, изображённый на полу: диск из чёрного камня с девятилучевой золотой звездой в центре. Диск окружают четыре кованых железных канделябра с оплавленными незажжёнными красными свечами.

В этом зале культисты проводят дьявольские ритуалы, дающие эффект заклинания @UUID[Compendium.sc-spells.sc spells.Item.tcbPKZ032ySYHuDs]{прорицание}, только в этом случае заклинание обращается к дьяволу, который появляется в столпе дыма над символом на полу. На потолке изображены исчадия ада, их узнает любой персонаж, успешно пройдя [[/check religion 15 format=long]].

В35. Жилище Тейвиуса Крига

Опишите игрокам это помещение так:

Кованые железные канделябры с мерцающими свечами озаряют эту комнату. Здесь тепло благодаря чугунной печке на ножках. Напротив потрескивающей печи стоит скромный письменный стол и такой же стул. Из прочей мебели есть обеденный столик со стулом, кровать, железный сундук в изножье кровати и два гобелена. На одном изображены духи, восстающие из реки Стикс в виде дьяволов-лемуров, на другом — покойник, висящий на крючьях и цепях, как марионетка.

Сокровища. Тейвиус хранит в сундуке символ религии Торма (серебряная подвеска в виде правой рукавицы на серебряной цепочке). Он стоит 25 зм. Больше в сундуке ничего нет.

В36. Хранилище Вантампуров

Дверь в это помещение заперта (см. «Особенности подземелья», стр. 37), единственный ключ есть у герцогини Вантампур. Изнутри дверь можно отпереть без ключа.

Когда персонажи откроют дверь в хранилище, зачитайте или перескажите следующий текст, чтобы начать сцену:

В помещении стоят четыре деревянных столика, на каж дом— по два деревянных ларца. Настене напротив двери висит красивый золотой щит. Перед щитом стоит пожилой мужчина в простой одежде с зажжённой свечой в руке. Он оборачивается на дверь, и вы видите, что тень, которую он отбрасывает на стену, принадлежит не ему, а толстой рогатой бестии с крылышками.

Это Тейвиус Криг (параметры см. на стр. 42.), прежде высший наблюдатель Эльтуреля и бывший священник Торма (бога отваги и самопожертвования). Он потерял способность творить заклинания, когда отрёкся от своей веры, и теперь лишь притворяется, что поклоняется этому богу. За ним на стене висит Щит Скрытого Вла дыки, он изображён и описан в приложении В. Тейвиус поговорил с Гарготом, дьяволом, заточённым в щите, и выяснил, что щит отчасти виноват в том беззаконии, что творится во Вратах Балдура. Тейвиус уверен, что через некоторое время поймёт, как использовать щит, чтобы низвергнуть Врата Балдура в Авернус.

Тейвиус жаждет власти и уважения своих владык из Преисподней. Однако он не любит насилие и по возмож ности избегает боя. Он будет лить крокодиловы слёзы по Эльтурелю, заявляя, что как раз навещал приход в паре миль за городом, когда тот исчез, и был в ужасе при виде падения города. Поймать его на лжи нетрудно.

Тейвиус солжёт и о своих отношениях с герцогиней Вантампур. Он заявит, что её стража схватила его сразу по прибытии во Врата Балдура и что герцогиня застав ляет его разгадывать магические свойства этого небес ного щита, который её семейство «добыло» из склепа под городом. Несмотря на всю свою лживость, Тейвиус не сможет объяснить свою дьявольскую тень.

Если Рея Ментелморн пришла с группой, она будет потрясена встречей с высшим наблюдателем и не позволит персонажам причинить ему вред, пока будет верить, что он невиновен. Изменившейся тени недостаточно для доказательства вины. Чтобы убедить Рею, что Тейвиус — злодей, нужно выбить из него признание, успешно пройдя [[/check intimidation 15 format=long]], или показать, что он неспособен творить заклинания. Если персонажи убьют Тейвиуса, они могут встретить его вновь в главе з, когда его душа станет дьяволом.

Щит Скрытого Владыки. Дьявол Гаргот заперт в Щите Скрытого Владыки и хочет оттуда сбежать. Он считает, что сможет вырваться, если щит доставят в Девять Преиспод них, а для этого ему нужна помощь персонажей.

Гаргот ощущает появление персонажей в хранилище и телепатически свяжется с одним из них, выбрав случайно. Он назовётся Скрытым Владыкой, заявит, что он небожитель, и пообещает, что поможет персонажам спасти Эльтурель, если они возьмут щит с собой в Девять Преисподних. Скрытый Владыка также предупредит их, что за щитом охотится тайное общество злодеев и рано или поздно его члены найдут его. Гаргот заявит, что тай ное общество не желает, чтобы силы щита были исполь зованы во благо, и это правда.

Герцогиня Вантампур и Тейвиус Криг обещали Гарготу, что помогут ему вырваться из щита, если дьявол отравит город злом и сплотит патриаров вокруг герцогини — а значит, и архидьяволицы Зариэль. Только тогда Врата Балдура смогут разделить участь Эльтуреля. Впро чем, Гаргот с радостью воспользуется более лёгким спо собом вернуться в Девять Преисподних, если персонажи поддадутся на уговоры. Скрытый Владыка верен только самому себе.

Сокровища. Восемь ларцов не заперты. В них хранятся деньги семейства Вантампур, а также сокровища, укра денные у Тиамат на Авернусе. Герцогиня Вантампур планирует потратить эти средства на подкуп городских патриаров и чиновников, чтобы те поддержали её как новую верховную герцогиню.

В первом ларце зо электрумовых слитков (по 10 зм каждый), принадлежащих семье Вантампур.

Во втором, третьем и четвёртом ларцах по [[/award 100gp]]{, принадлежащих семье Вантампур.}

В пятом ларце две части сломанного церемониального кинжала из сокровищницы Тиамат: кривое лезвие из слоновой кости, украшенное надписью «Клык» драконьими рунами, и костяная рукоять, обёрнутая полосками кожи и украшенная самоцветами. Фокус починка может восстановить этот немагический кинжал, после починки он стоит 250 зм.

В шестом и седьмом ларцах по [[/award 100gp]]{, принадлежащих семье Вантампур.}

В восьмом ларце двадцать лазуритов (по 10 зм каждый), украденных из сокровищницы Тиамат.

Последние сцены во Вратах Балдура

Если персонажи не сумеют найти дьявольскую коробку с се кретом Тейвиуса Крига (см. зону В13) или Щит Скрытого Владыки (см. зону В36), пусть персонаж мастера вроде Реи Ментелморн или Фаластера Фиска посоветует тщательнее обыскать поместье Вантампуров. Рея — Всадница Преисподней, а потому чует присутствие небесного щита и попросит персонажей забрать его, чтобы он не попал в злые руки. Аналогично Фаластеру ненавистна мысль оставлять коробку в особняке, чтобы та досталась кому-то ещё.

Если Слюногрыз (см. зону В5) сопровождает группу, он может вывести персонажей к коробке с секретом. Пленные злодеи тоже могут навести на коробку или щит, если нужно. Когда персонажи найдут эти предметы, Фаластер настоятельно посоветует доставить их Сильвире Савикас в Кэндлкип. Если Фаластера или Рею пригласить в путешествие до Кэндлкипа, они с радостью согласятся. У Фаластера есть скромное жилище в Малом Калимшане — огороженном гетто во Внешнем Городе, и он предложит зайти туда, чтобы забрать его оружие и снаряжение, прежде чем отправляться в Кэндлкип.

Доклад капитану Зоджу

Избавив город от семейства Вантампуров и их культа дьяволопоклонников, персонажи могут вернуться к капитану Зоджу и доложить об успехах, сдать бляхи Пламенного Кулака и получить причитающуюся награду. Зодж будет доволен, что Вантампуры ему больше не помеха. Если персонажи доложат, что кто-то из членов семьи ещё жив, Зодж пообещает поймать их и покарать за преступления.

Командор Портир

Пока персонажи обсуждают свои дела с капитаном Зоджем, встречу прерывает прибытие высокопоставленного офицера Пламенного Кулака. Зачитайте или переска жите игрокам следующий текст:

Вашу встречу с капитаном Зоджем прерывает прибытие нескольких солдат Пламенного Кулака в латных доспехах. Из-за стены мечей и стали выходит седеющая женщина в броне и белом плаще.

«Так это и есть безумцы, разворошившие все крысиные гнёзда в этом богами забытом городе?»

«Командор Портир?—удивляется Зодж. — Но мне сказали, что вы прибудете в город только через десятидневку!»

«Городские власти хотели, чтобы вы так и думали, капитан,—отвечает она. Обернувшись к вам, она добавляет:— Надеюсь, вас достойно вознаградили?»

До недавних пор Лиара Портир (параметры см. во врезке) командовала аванпостом Пламенного Кулака в форте Белуриан на далёком тропическом полуострове Чалт. Её дядя — герцог Диллард Портир из Врат Балдура, один из двух оставшихся правителей (если герцогиня Вантампур не выжила). Герцог Портир вызвал племянницу, чтобы она приняла командование Пламенным Кулаком, пока верховного герцога Рейвенгарда нет. Её прибытие уско рили при помощи магии.

Лиара планирует объявить себя преемницей Ульдера Рейвенгарда, но в душе надеется, что герцог ещё жив. Если персонажи считают, что у них есть шанс спасти Эльтурель, а с ним и Рейвенгарда, Лиара настойчиво посоветует им заняться этим. Жизнь в Чалте приучила её уважать искателей приключений и их умение доби ваться результата.

Если персонажи не нашли Фаластера Фиска в подзе мелье под виллой Вантампуров, именно Лиара Портир посоветует отправиться в Кэндлкип и найти Сильвиру Савикас, которая знает многое о Девяти Преисподних. Сильвира может помочь им открыть дьявольскую коробку с секретом и разгадать тайны Щита Скрытого Владыки.

Убедившись, что персонажи получили положенную на граду, Лиара поблагодарит их за службу Вратам Балдура. Теперь ей надо сосредоточиться на различных угрозах безопасности города. Но прежде она позволит персо нажам покинуть Врата Балдура, когда те будут готовы, и даже предоставит каждому по скаковой лошади или пони, чтобы они побыстрее добрались до Кэндлкипа. Она также может дать героям двуколку с мулом, гружённую провизией, напитками и прочими припасами.

Дорога до Кэндлкипа

Когда персонажи будут готовы отправиться в Кэндлкип, зачитайте игрокам следующий текст:

Ворота Василиска открываются, и солдаты Пламенного Кулака с трудом сдерживают беженцев из Эльтургарда. Вы проталкиваетесь сквозь толпу этих несчастных, и они рыдают, когда ворота Василиска вновь закрываются. Грунтовая дорога ведёт сквозь трущобы Внешнего Города, мимо района Малый Калимшан, к длинному пролёту Переправы Змия.

Если Фаластер Фиск сопровождает группу, он отведёт их в свой дом в Малом Калимшане. В придачу к оружию он прихватит старую книгу калишитских рецептов — она пригодится в качестве платы за вход в великую библио теку Кэндлкипа (см. «Вход в Кэндлкип», стр. 46).

Переправа Змия

Персонажам нужно пересечь реку, чтобы выйти на При брежный тракт, ведущий на юг в Кэндлкип. Зачитайте следующий текст, чтобы описать сцену:

Два грандиозных моста соединяются на высоком скалистом островке посреди реки Чионтар. По краям каждого моста тянутся постройки и прилавки купцов, из-за чего реку не видно с узкой дороги, проходящей между ними.

Деревянные разводные мостки соединяют эти мосты с бастионом, расположенным на острове. Над бастионом гордо реют флаги Врат Балдура и Пламенного Кулака.

Переправа Змия — рай для карманника, каждый путник тут рискует быть обчищенным. Пока персонажи идут с одного конца Переправы Змия на другой, пусть каждый игрок бросит [[/r d20]] (за персонажей мастера, сопровождающих группу, бросать не надо). Персонаж или персонажи с наименьшим результатом становятся жертвами карманника (используйте параметры бандита).

С помощью значения [[/skill perception 15 passive format=long]] персонажа определите, успешна ли кража. Если значение персонажа 11 или выше, кражу заметили и предотвратили. Если ниже, вор убегает с одним предметом, весящим 1 фунт или меньше (вроде кошелька или зелья), и исчезает в толпе, прежде чем кражу успевают заметить. Если персонажа обокрали, спросите игрока, какие небольшие предметы нёс персонаж, и решите, какой из них украден.

Рыцари Щита

Эта сцена произойдёт, только если персонажи везут Щит Скрытого Владыки. Если нет, переходите сразу к разделу «Легенда о Всадниках Преисподней». Зачитайте следующий текст, чтобы описать сцену:

Переправа Змия и Врата Балдура исчезают из виду, а вы едете по Прибрежному тракту—грунтовой дороге, ведущей в такие далёкие страны, какТетир, Амн и Калимшан. Кэндлкип находится примерно в полутора сотнях миль к юго-западу—дорога займёт пять дней.

Навстречу вам по дороге едет человек-крестьянин на телеге, полной сена, которую тянут две лошадитяжеловоза. Подъезжая ближе, крестьянин дружелюбно машет вам.

Крестьянин — это Каддрус, принципиальный злой камбион, сотворивший иной облик, чтобы скрыть свой истинный вид. В сене прячутся злые пособники камбиона: три человека-@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{ветерана}, говорящие на всеобщем и дьявольском. Их зовут Фалар аль-Ришаль, Заруд аль-Ришаль и Нульра Блэксэддл. Когда камбион отдаст приказ на дьявольском, ветераны выскочат из сена и атакуют. Камбион же примет истинную форму, взлетит в воздух и атакует существ Огненным лучом. @UUID[Compendium.sc-creatures.sc-creatures.Actor.j5B6SJ9wOWIRAZIh]{Лошади-тяжеловозы} — это обычные животные, но не из пугливых.

Каддрус и ветераны — члены тайного общества Рыцарей Щита (см. зону В29, стр. 40). Их цель — убить персонажей и вернуть Щит Скрытого Владыки патриарскому семейству Хьюнов во Вратах Балдура. Если ветеранов убьют или выведут из строя, Каддрус улетит во Врата Балдура и доложит начальству. Если камбион сбежит, персонажи могут вновь встретить его в Кэндлкипе в облике монаха. При следующей встрече Каддрус будет драться с группой насмерть за щит.

Легенда о Всадниках Преисподней

Если Рея Ментелморн сопровождает группу, во время пятидневного пути до Кэндлкипа она расскажет на привале такую легенду:

«Беды начались более столетия назад. Бестии проникли на земли к северу и западу от Эльтуреля. Они оскверняли поля, резали скот, разрушали дома, а народ похищали — и судьба пропавших была неизвестна, но, вне сомнения, ужасна. Ужас охватил сердца всех.

Городская конница проскакала постране, рубя бестий всюду, где находила, и несла ужасные потери. Но этого было недостаточно. За каждую убитую бестию, казалось, появлялось две. Владыка Эльтуреля, верховный всадник, велел народу молить богов о спасении. И ко всеобщему изумлению, на следующий день в город спустилась могучая ангельская дева. Её звали Зариэль, что значит Спутница Света. Молитвы Эльтуреля были услышаны — подмога пришла!

Зариэль нашла врата, через которые в наш мир прорывались бестии, на Полях Мёртвых к западу от города. Зариэль объявила, что поведёт конницу на Авернус, чтобы разбить собравшуюся там орду и нанести сокрушающий удар силам тьмы.

Верховный всадник отправил рыцарей Эльтуреля, которых теперь были тысячи, а Зариэль возглавила их верхом на золотом мастодонте. С яростными криками Зариэль и её армия ринулись во врата. Легионы Авернуса содрогнулись в ужасе от её натиска, но не отступили. Зариэль потерпела поражение, а остатки её воинства вернулись в Эльтурель. Они печалились, что потеряли славного полководца, но не сомневались, что отныне владыки Девяти Преисподних дважды подумают, прежде чем снова грозить Эльтурелю.

И было великое празднование во славу отважных рыцарей, и стого дня они зовутся Всадниками Преисподней»

(ур.4) Кэндлкип

Искатели приключений относят дьявольскую коробку с секретом Тейвиуса Крига мудрецу-тифлингу в Кэндлкип. Чтобы спасти Эльтурель, она подсказы вает героям, как попасть в Девять Преисподних, даёт карту Авернуса и проводника-оллифанта.


Кэндлкип — это крепость, приютившаяся на скале, нависающей над морем Мечей. К ней ведёт лишь одна дорога — Львиный тракт, который ответвляется на запад от Прибрежного.

Кэндлкип всегда открыт для посетителей и славится одной из величайших библиотек на Фейруне. Монахи Кэндлкипа хранят пророчества Алондо Видящего, одинокого мудреца, чьи предсказания за много лет оказались верны. После смерти Алондо Кэндлкип стал местом почитания его пророчеств и накопления знаний в целом. Если нужно раскрыть тайну, ключ к ней наверняка можно найти в Кэндлкипе.

Сцены в Кэндлкипе основаны на общении и исследовании. Здесь произойдут такие события:

Львиный тракт

Зачитайте следующий текст, чтобы описать последний день пути до Кэндлкипа:

В последние четыре дня погода на Прибрежном тракте явно испортилась. Из тёмных туч льёт как из ведра, дорога размокла до жидкой грязи, но вы всё ещё едете мимо купеческих караванов, направляющихся на север.

Утром пятого дня дождь утихает, но тучи не рассеиваются. Впереди вы видите ответвление от тракта, ведущее к морю. Мрачный ворон сидит на дорожном указателе с двумя стрелками, указывающими на запад. Одна стрелка гласит: «Львиный тракт». Другая: «Кэндлкип».

Направившись на запад по Львиному тракту, персонажи прибудут в Кэндлкип к середине дня. Можете показать игрокам иллюстрацию Кэндлкипа и описать им вид, зачитав следующий текст:

Полуденное солнце пробивается сквозь тучи, освещая серые стены и шпили старой крепости, которая величественно высится на скалистом утёсе над морем. Дорога ведёт прямо туда.

Вход в Кэндлкип

Кто-то попадает в Кэндлкип по воздуху, но большинство прибывает пешком или верхом. Когда персонажи ока жутся у ворот, зачитайте игрокам следующий текст:

У ворот вас приветствуют три монаха в лиловых мантиях: человек, щитовой дварф и солнечный эльф. На шее у каждого висит символ Денира, бога письменности, — зажжённая свеча над открытым глазом.

«Добро пожаловать в Кэндлкип! — говорит эльф на всеобщем. — Чтобы вас впустили, требуется дар. Вы должны пожертвовать книгу или свиток, которых ещё нет в архивах библиотеки. Прошу представить ваш дар для изучения».

Все трое монахов — нейтральные добрые @UUID[Compendium.sc-creatures.sc-creatures.Actor.gF9lEjMYCJuFTWow]{священники } Денира (добавьте расовые особенности к их параметрам при необходимости). Монахи изучат любую книгу или свиток, которые им дадут, при этом символы религии на их шеях слегка светятся.

Монахи с радостью примут «Апокалипто» (чёрная книга с виллы Вантампуров, см. зону В13, стр. 36), книгу калишитских рецептов Фаластера Фиска или книгу заклина ний и пропустят персонажей в Кэндлкип. Одного такого подарка достаточно, чтобы пропустить всю группу в би блиотеку. Если персонаж предложит другую книгу или свиток, вы решаете, примут ли монахи этот дар.

Если персонажи попытаются проникнуть в Кэндлкип тайно или силой, их остановит охрана крепости, как описано во врезке «Защита Кэндлкипа».

Когда их впустят, персонажи могут ходить где вздумается и оставаться в библиотеке сколько захотят. Внешние здания — это общежития монахов и жильё для гостей, а также служебные здания, необходимые такому закрытому поселению (бани, мастерские портных, склады, сады и тому подобное). В Кэндлкипе даже есть паб под названием «Очаг».

«Очаг»

В кэндлкипском пабе гости и монахи могут отдохнуть в хорошей компании и пообедать. Зачитайте следующий текст, описывая «Очаг»:

У паба низкий потолок с массивными деревянными стропилами и узкие окна со ставнями. Огромный очаг в центре зала окружён шестью столами и скамейками.

Одновременно тут могут сидеть до тридцати посетителей. «Очаг» открыт круглые сутки, и огонь в центре никогда не гаснет. Днём в пабе обычно дюжина посети телей, во время обеда и ужина — больше.

При первом появлении персонажей в пабе один не обычный завсегдатай: хаотичный добрый огр, носящий тиару интеллекта. Он одиноко сидит в углу, почитывая книгу «Сумма теологии» св. Витиры — служителя Огмы, бога знаний.

Всего несколько лет назад этот огр не отличался от грубых и жестоких сородичей. Но потом он встретил искателя приключений, полурослика, носившего золотую тиару интеллекта, прибил эту мелочь и завладел предметом. Он сумел настроиться на тиару, и та увеличилась для него в размерах. Став умнее, огр осознал, что поступал неправильно, и решил изменить свою жизнь. Он выбрал себе имя Малютка в честь бедняги-полурослика, чью жизнь оборвал.

Воспитанное общество отвергло его, а потому Малютка приехал в Кэндлкип, чтобы учиться и узнать как можно больше. Он ведёт себя тихо, но стал достопримечательностью крепости. Монахи с ним всегда здороваются и советуют ему новые книги.

Сильвира Савикас

Когда персонажи будут готовы, они могут отправиться в главный бастион, возвышающийся над остальной кре постью. Здесь обитают сотни монахов и волшебников и хранятся тысячи книг и свитков. Там персонажи всегда встретят любезных монахов, которые подскажут им, куда идти. Если Фаластер Фиск сопровождает группу, он уже знает, где лаборатория Сильвиры: в одной из башен Кэндлкипа. Когда персонажи придут на место, зачитайте следующее:

В стенах этого помещения в круглой башне зияют полукруглые окна, сейчас закрытые ставнями. Между окон стоят книжные шкафы, заполненные загадочными книгами, а на столах стоят банки с образцами и алхи мические приборы в полном беспорядке. На полу помещения выложена большая девятилучевая звезда.

У одного окна стоит женщина-тифлинг средних лет в мантии волшебника, поглощённая размышлениями. Науглу стола сидит тощий маленький демон с зелёной пупырчатой кожей, выпученными глазами, чёрными рожками и хвостиком, похожим на плеть.

«Очень рада вас видеть, — говорит тифлинг. — Что вы мне принесли?»

Сильвира Савикас — принципиальный нейтральный тифлинг-@UUID[Compendium.sc-creatures.sc-creatures.Actor.685UmDHRI7CTYn9j]{архимаг}, одна из выдающихся мудрецов Кэндлкипа. Она специализируется на знаниях о Внешних пла нах. Помимо прочих навыков, у неё Расследование +13. Она говорит на всеобщем, демоническом, драконьем, дьявольском, небесном и первозданном языках. Её фамильяр, @UUID[Compendium.sc-creatures.sc-creatures.Actor.1anpNygzgrSqt9Wx]{квазит } Иезавель, придаёт её жизни необходимую долю хаоса и беспорядка. Вряд ли Сильвира вступит в бой, но если до этого дойдёт, помните, что у тифлингов устойчивость к урону огнём и ночное зрение на расстоянии до 60 футов.

Защита Кэндлкипа

Штурмовать Кэндлкип глупо и безрассудно. Большинство монахов — простые учёные, но среди них есть и могучие заклинатели. В случае угрозы архимаг и [[/r 1d4]] мага немедленно явятся проверить, что случилось. Если они не смогут быстро взять ситуацию под контроль, им на помощь придёт ещё [[/r 1d4]] архимага.

Если у персонажей нет при себе коробки с секретом Тейвиуса Крига, Сильвира будет разочарована, но попытается это скрыть. Если ей покажут коробку, она немедленно её схватит и внимательно изучит. Такой же интерес у неё вызовет Щит Скрытого Владыки (она зовёт его «Щитом Гаргота»), но прикасаться к нему она не станет.

Тейвиус и коробка с секретом

О Тейвиусе Криге и его дьявольской коробке с секретом Сильвира скажет вот что:

«Я давно подозревала высшего наблюдателя Эльтуреля, но никто меня не слушал. Крига считали героем, который якобы спас город от орд нежити и основал священную страну Эльтургард.

Пользуясь своей славой, Тейвиус заставил всех жителей Эльтуреля принести клятву—Нерушимую Присягу, обязавшую их защищать Эльтургард. Я встречалась с ним много лет назад и инстинктивно почуяла, что он самозванец. Позже я заподозрила, что он заключил сделку с кем-то из могущественных дьяволов, а с помощью Нерушимой Присяги втянул в эту сделку весь Эльтурель.

Я собираюсь доказать свою гипотезу. Думаю, доказательство заперто в этой коробке с секретом».

Сильвира — знаток магических коробок с секретом, несколько штук она сделала сама и продала. Если персо нажи дадут ей дьявольскую коробку с секретом, она её изучит, попросит Иезавель принести склянку тёмной жидкости, выльет немного на жёлобки в форме лабиринта, покрывающие поверхность коробки. Затем она повертит коробку, чтобы жидкость протекла в нужном направле нии по узорам желобков. Наконец покрытие на коробке раздастся, и она откроется.

Внутри коробки окажется стопка из девяти трёхдюй мовых пластин из тёмного железа, скреплённых цепью и покрытых дьявольскими рунами. Любой, кто понимает дьявольский язык, может перевести их:

Да будет известно, что я, Тейвиус Криг, высший наблюдатель Эльтуреля, присягаю моей госпоже Зариэли, владычице Авернуса, соблюсти договор, заключённый в сей клятве.

Отныне я подчинюсь Зариэли во всём и навсегда. Её я ставлю превыше всех созданий, живых и мёртвых. Я покорюсь ей вжизни и посмертии стрепетом и беспрекословно.

Я принимаю в пользование устройство под названием Солярный Сокрыватель, далее именуемое Спутник. Как высший наблюдатель Эльтуреля и его вассалов, я признаю, что все земли под светом Спутника обещаны Зариэли. Все лица, связанные присягой защищать Эльтурель, также обе щаны ей. Я также признаю, что пользование устройством продлится пятьдесят лет, после чего Спутник вернётся туда, откуда явился, и заберёте собою Эльтурель и присяг нувших ему защитников, если будет на то воля Зариэли.

И в этом я приношу вечную клятву.

Если Рея Ментелморн присутствует при этом, откровение так поразит её, что она рухнет на пол, рыдая по Эльтурелю. Она связана с городом Нерушимой Присягой и понимает, что теперь вернуться в него необходимо. «Если Зариэли нужна моя душа, — скажет Рея, — пусть попробует забрать у меня лично!»

Гаргот и щит

Вот что Сильвира скажет о Щите Скрытого Владыки и запертом в нём дьяволе:

«Этот щит—символ победы добра над злом. При виде такой красоты нетрудно забыть о том, какую чудовищную силу он сдерживает. Думаю, имя ему Гаргот, хотя он предпочитает, чтобы его называли Скрытым Владыкой. Он был исчадием ада, и Асмодей послал его искушать души на Материальном плане. Здесь он обрёл столько последователей, сколько есть не у всех богов. Так Гаргот стал своего рода полубогом, а приток последователей всё больше увеличивал его мощь. О, как низко он теперь пал!

Щит обладает способностью искажать всё вокруг себя. Семейство Хьюнов во Вратах Балдура хранило его много лет. Не сомневаюсь, что они хотели бы его вернуть, но щит не должен находиться там, где обитают тысячи смертных. Его нужно запереть в межпространственном кармане, где он не сможет искушать души!»

Если персонажи задумаются, не оставить ли щит Сильвире, Гаргот телепатически свяжется с персонажем, обладающим наибольшим влиянием в группе, и предложит альтернативный вариант:

«Отнесите меня в Девять Преисподних, и я клянусь, что верно послужу вам проводником и советником!»

Гаргот не лжёт — дьявол отчаянно хочет вернуть щит в Девять Преисподних. Он ошибочно полагает, что сможет вырваться из щита, оказавшись там. Сильвира оставит за персонажами последнее слово, что делать со щитом. В душе она почувствует облегчение, если персонажи заберут щит, — она знает, что злые Рыцари Щита не прекратят свои поиски.

Карта Авернуса на постере

Если персонажи намерены спасти Эльтурель, Сильвира может дать им карту Авернуса — такая в Кэндлкипе только одна. В этот момент разверните карту Авернуса на постере и позвольте игрокам её изучить. Затем Сильвира предостережёт персонажей:

«Эта карта не вполне надёжна, — признаётся Сильвира.— Картограф сошёл сума, работая над ней».

Подробности о том, как использовать карту на постере, см. в главе з.

Путь на Авернус

Сильвира может подготовить заклинание планарный пере ход, но в этом нет смысла — магические обереги Кэндлкипа не позволяют перемещаться в библиотеку и из неё таким образом. Вместо этого она предложит иной план, как отправить персонажей в Девять Преисподних:

«В башне милях в двадцати отсюда живёт волшебник по имени Траксигор. Я ему одолжила пару книг заклинаний, так что он у меня в долгу. Я могу безопасно доставить вас к башне, ауже он сотворит планарный переход и закинет вас прямо в Эльтурель. Важный момент: Траксигор присматривает за моей старой подругой, которая давным-давно сражалась с дьяволами в Девяти Преисподних. Думаю, она вам понравится. Её зовут Лулу».

Персонажам необязательно сразу отправляться в башню Траксигора. Если они захотят некоторое время побыть в Кэндлкипе, Сильвира с радостью их приютит. Но если персонажи задержатся, Рея Ментелморн будет их торо пить. Фаластер Фиск расстанется с группой после этого и останется в Кэндлкипе на несколько дней, а затем вернётся во Врата Балдура.

В библиотеке Кэндлкипа герои смогут больше узнать о Девяти Преисподних. В главе 2 Dungeon Master's Guide («Ру ководства мастера подземелий») есть сведения обо всех девяти кругах. Персонажи могут узнать всё это, проведя день-другой за чтением книг об этом плане. Персонажи также могут почитать о дьяволах и узнать всё, что изложено в раз деле «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Когда персонажи будут готовы отправиться к башне Траксигора, зачитайте или перескажите игрокам следующий текст:

Сильвира выводит вас на посадочную площадку в форме полумесяца, откуда открывается чудесный вид на море. Вас уже ждут несколько осёдланных грифонов и их укротители. «Грифонам велено отвезти вас к башне Траксигора, — говорит Сильвира. — Не бойтесь, это не опасно!»

Укротители могут помочь персонажам влезть на грифонов. Каждый грифон может унести одного седока с его снаряжением. Когда все персонажи сядут, зачитайте следующее:

Грифоны взлетают чуть ниже облаков и направляются прямо в море. С высоты Кэндлкип выглядит столь же величественно, но вот он уменьшается, и грифоны направляются на запад. Под вами проносятся скалистые острова, а за ними раскинулось открытое море. После долгого полёта вы наконец видите каменную башню без окон и дверей, которая каким-то чудом парит в небесах. Грифоны пролетают сквозь зубчатые отверстия в конической крыше башни и приземляются на площадку. Оттуда вниз ведёт винтовая лестница.

Башня Траксигора

Когда грифоны приземлятся, персонажи могут спе шиться и спуститься по лестнице в башню Траксигора. Доставив группу в башню, грифоны после короткого отдыха улетят обратно в Кэндлкип. Зачитайте или перескажите игрокам следующий текст, когда персонажи спустятся в башню:

Этажом ниже вы оказываетесь в захламлённой комнате, освещённой самыми разными вещами, на которые сотворили заклинание вечный свет. По комнате расхаживает выдра в маленькой красной мантии. Выдра бормочет себе под нос на всеобщем что-то о пропавшем металлическом стержне. Внезапно она замечает вас и останавливается.

«Лулу! Проснись! Гости прибыли!» Услышав это имя, из-под груды одеял возле столика, заваленного алхимическим оборудованием, вылезает слоник с золотистой шерстью. Слоник взлетает на пернатых крыльях и радостно трубит хоботом.

Траксигор превратился в выдру много лет назад, решил, что эта форма ему нравится больше, чем предыдущая форма старого мудреца, и сделал форму выдры постоянной с помощью заклинания желание. У него параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.685UmDHRI7CTYn9j]{архимага}, не считая того, что он маленькое животное с Силой 3. Мировоззрение у него хаотичное доброе, он говорит на всеобщем, гномьем, дварфийском, драконьем, полуросличьем и троглодитском.

Вместо заклинания телепортация у него подготовлен планарный переход, а ищет он раздвоенный металлический стержень, необходимый для сотворения этого заклинания. Он уже немного знает о персонажах благодаря заклинаниям послание, отправленным Сильвирой Савикас перед их прибытием.

Герои могут помочь Траксигору в поисках стержня, настроенного на Девять Преисподних. Тот, кто получит наибольший результат при проверке Мудрости (Внимание), найдёт стержень. Тот, кто получит меньше всех, найдёт случайную безделушку, выбранную броском по таблице в главе 5 Player’s Handbook («Книги игрока»), Траксигор не против, если персонаж оставит безделушку себе, и не помнит, откуда она взялась.

Оллифант Лулу

Лулу — @UUID[Compendium.sc-creatures.sc-creatures.Actor.RdRXCEiDK7w6LyLu]{оллифант } (параметры см. на стр. 242), она потеряла память и особенность Врождённые заклинания (это не влияет на класс опасности). Врождённые заклинания вернутся к ней в ходе приключений следующим образом:

История Лулу

Сильвира встретила Лулу, когда изучала портал в Девять Преисподних в Полях Мёртвых к западу от Эльтуреля, и подружилась с ней. Одно время Лулу жила с Сильвирой в Кэндлкипе, но не поладила с фамильяром-квазитом Иезавелью. Сильвира решила, что Лулу будет отличной спутницей для Траксигора, учитывая его эксцентрич ность и доброту. Лулу жизненно необходима для успеха персонажей, хотя они этого пока не понимают.

Лулу умеет говорить на небесном, но предпочитает телепатию, позволяющую ей общаться одновременно с одним существом. Если персонаж спросит Лулу о её битвах с дьяволами в Девяти Преисподних, она расска жет вот что:

«Я была с ангелом Зариэлью, когда она собрала воинство Всадников Преисподней и вторглась на Авернус. Мы прошли через врата, рассекая дьяволов, как песня режет воздух. Победа была так близка, но часть Всадников Преисподней предала нас. Они бежали обратно через врата и закрыли их за собой.

Прежде чем Зариэль схватили, она велела мне спрятать её меч, дабы он не попал в дурные руки. Кто-то помог мне спрятать меч, но не помню кто. Мы нашли подходящее место, но не помню где. Я сбежала с Авернуса, но не помню как. У меня почти не осталось воспоминаний, но не помню почему».

Память Лулу серьёзно повредилась при событиях, которые она не помнит, но вот вам краткое описание этих событий для удобства.

Лулу была не просто спутницей Зариэли. Она была лучшей подругой ангела и её боевым скакуном, умела превращаться в крылатого золотистого мамонта. Они дружили много столетий.

Когда стало ясно, что поражение на Авернусе неизбежно, Зариэль доверила свой меч Яэли, вернейшей из своих генералов, и велела Лулу помочь Яэли спрятать оружие. Лулу и Яэль ринулись сквозь орду демонов под предводительством демонического владыки Йеногу и с трудом прорвались. Любимец Йеногу, исполинский демон Крокек’тоик, гнался за Яэлью и Лулу по всему Авернусу, пытаясь сожрать. Но Яэль успела погрузить священный клинок Зариэли в камень, а Лулу влила в него всю свою небесную сущность до последней капли. Вокруг меча выросла крепость, отпугивавшая любое зло. Этот подвиг так истощил Лулу, что она растерялась и улетела, оставив Яэль.

Лулу скиталась по Авернусу месяцами, прежде чем наткнулась на странствующий рынок — Бродячий Базар. Ракшаса Махади обманом втёрся к ней в доверие, но затем сбрызнул её водой из реки Стикс, из-за чего рассудок её повредился, а магическая сила ушла. Затем Махади отдал Лулу группе дьяволов как дар архидьяво лице Зариэли. Зариэль не смогла выносить вида Лулу, но и навредить старой подруге у неё не поднялась рука. Так что Зариэль отправила Лулу обратно на Фейрун, вернув ей рассудок. Увы, память Лулу так и не удалось восстановить.

Воспоминания Лулу

[[/r 1d6]]Воспоминание
1«Когда-то я умела превращаться в золотистого мамонта! И Зариэль ездила на мне в бою!»
2«Яэль, вернейшая Всадница Преисподней, погрузила меч в камень. А я излила всю доброту своего сердца до капли, чтобы воздвигнуть вокруг него щит, крепость против зла».
3«Владыка демонов Йеногу хочетуничтожитьмеч Зариэли. Он ненавидит и меч, и её. Мы как-то с ним сражались, но не помню где».
4«Я долго блуждала по Авернусу, а потом спряталась в месте под названием Бродячий Базар. Там у меня был друг по имени Махади. Может, он нам поможет».
5«Прежней Зариэли больше нет, теперь это дьяволица, излучающая пламя и ненависть. \"Такова я на самом деле — сказала она мне — Умирая, демоны в ужасе кричат моё имя\". Это последнее, что сказала мне Зариэль».
6«Это Зариэль отправила меня обратно. Не знаю почему. Может, в глубине её души ещё осталась искорка добра?»

Возвращение воспоминаний

Дружба важна для духа и тела Лулу. Чем больше оллифант подружится с персонажами, тем быстрее к ней вернутся утерянные воспоминания. До конца приключе ния Лулу может обретать воспоминания тогда, когда вы решите. В идеале воспоминания должны возвращаться по одному в моменты, когда её дружба с персонажами кажется важной. Когда к Лулу вернутся все заклинания, вернутся и оставшиеся воспоминания.

Когда придёт время вспомнить что-либо, можете бросить [[/r 1d6]] и свериться с таблицей «Воспоминания Лулу», чтобы узнать, что она вспомнила, а можете просто вы брать воспоминание. Если бросок выдал уже вернувше еся воспоминание, перебросьте или выберите другое.

Отыгрыш Лулу

Во всём тельце Лулу нет ни одной злой косточки. Она верит в магию дружбы и мечтает надрать злодеям попки плечом к плечу с персонажами.

Если вас утомит играть за Лулу как персонажа мастера, можете отдать её одному из игроков как второго персонажа. Дайте согласному на это игроку копию блока параметров Лулу (стр. 242), отметив, что сейчас у Лулу нет особенности Врождённые заклинания. Когда к ней вернутся воспоминания и отдельные заклинания, сообщите игроку об этих переменах в персонаже.

Планарный переход

Прежде чем покинуть башню Траксигора, персонажи должны достичь 5-го уровня. Когда они будут готовы отправиться на Авернус, зачитайте следующий текст:

Вы все становитесь в круг, Траксигор звякает металлическим стержнем о пол и творит заклинание планарный переход.

","markdown":"***Для персонажей 1-4-го уровней***\n\nПерсонажи, насильно завербованные в Пламен ный Кулак, ищут и истребляют культистов Мёрт вой Троицы, угрожающих Вратам Балдура. Когда они узнают про козни семейства Вантампур, у них появится шанс столкнуться с Тейвиусом Кригом, виновником падения Эльтуреля. Затем они отпра вятся в Кэндлкип, чтобы открыть таинственную коробку с секретом и найти безопасный путь в Девять Преисподних.\n\n---\n\nВpaтa Балдура были основаны как порт, в котором торговцы встречались с духосветами — наро дом с Побережья Мечей, зажигавшим огни, чтобы в туман привлекать суда к берегам. Когда же корабли садились на мель, духосветы разграбляли их обломки и доставляли награб ленное во Врата Балдура на северном берегу излучины реки Чионтар и продавали добычу. За долгие годы Врата Балдура выросли и пре вратились в город с крепостной стеной. В наши дни на его туманных улицах льётся кровь тех несчаст ных, кто пал жертвой жестоких авантюристов, многие из которых величают себя благородными, торговцами, пиратами или ассасинами. Армия наёмников под назва нием Пламенный Кулак поддерживает порядок в городе, а подчиняются они верховному герцогу Ульдеру Рейвенгарду. Бойцы Пламенного Кулака плевать хотели на пра восудие; им нужны лишь власть и монеты. Но, несмотря на жестокую репутацию Кулака, верховного герцога почитают как честного и разумного человека. \n\nГород Эльтурель, столица Эльтургарда, стоит на той же реке Чионтар, выше по течению. Если у Врат Балдура заслуженная репутация змеиного гнезда, то Эльтурель считают светочем веры, порядка и высокой культуры. Два города давно и жестоко соперничают — всё началось с того, что во Вратах Балдура повадились забирать груз и деньги с кораблей, направлявшихся в Эльтурель и об ратно, подрывая его морскую торговлю. Хотя конфликты между Вратами Балдура и Эльтурелем никогда не дохо дили до военных действий, отношения между городами давно испорчены — пожалуй, даже слишком давно.\n\n# Падение Эльтуреля \n\nДесятидневку назад верховный герцог Ульдер Рейвенгард покинул Врата Балдура с отрядом солдат Пламен ного Кулака. Он отправился с дипломатической миссией в Эльтурель, приняв официальное приглашение от выс шего наблюдателя Эльтуреля Тейвиуса Крига. Рейвенгард был не в восторге от этой идеи. Остальным членам Совета Четырёх, правящего Вратами Балдура, пришлось месяцами уговаривать его принять приглашение и по сетить Эльтурель, оставив Врата Балдура в их опытных руках. Герцогиня Таламра Вантампур была особо убе дительна, собрав множество прошений от благородных и вожаков простонародья. \n\nВскоре после приезда Рейвенгарда в Эльтурель город затянуло в Девять Преисподних и стёрло с карты мира. Учитывая расстояние между городами, неудивительно, что жители Врат Балдура не узнали о гибели Эльтуреля, пока беженцы из Эльтургарда не начали прибывать к ним толпами. Слухи об исчезновении Эльтуреля распространяются словно пожар, и во Вратах Балдура боятся, что им грозит та же судьба. Заодно паника охва тила бойцов Пламенного Кулака, который внезапно оказался без сильного лидера. \n\nВ отсутствие верховного герцога власть во Вратах Бал дура переходит троим оставшимся членам совета — Дил ларду Портиру, Белинн Стелмейн и Таламре Вантампур. Герцог Портир даже пошёл на то, чтобы отозвать свою племянницу Лиару Портир с поста командора Пла менного Кулака в форте Белуриан в Чалте, надеясь, что именно она сможет сохранить порядок среди наёмников. Однако её корабль ещё не прибыл. Тем временем беженцы из Эльтургарда продолжают прибывать, рассказывая, что от Эльтургарда не осталось ничего, кроме кратера в земле. \n\nСреди покинувших Эльтургард есть несколько Всад ников Преисподней — паладинов, присягнувших защи щать Эльтурель. Они избежали гибели вместе с городом лишь потому, что не были там в момент падения. Пла менный Кулак старается арестовывать их на месте, чтобы они не устроили во Вратах Балдура беспорядки. Но Всад ники Преисподней так просто не сдаются, что ведёт к насилию и кровопролитию. \n\n# Зло во Вратах Балдура \n\nБез управления Ульдера Рейвенгарда капитаны Пла менного Кулака жестоко навязывают свою власть под предлогом сохранения порядка. Они заперли городские ворота, чтобы не пускать во Врата Балдура «опасных» беженцев, и фактически сделали балдурцев пленни ками в собственном городе. Пока Пламенный Кулак занят проблемой беженцев, горожан ловят и убивают на улицах последователи Мёртвой Троицы — злых богов Бейна, Баала и Миркула. Поскольку Пламенный Кулак им больше не помеха, культисты обнаглели и теперь сво бодно ходят по городу. Их тайно финансирует и поддер живает герцогиня Таламра Вантампур. \n\nСреди первых беженцев, прибывших во Врата Бал дура, был не кто иной, как Тейвиус Криг, виновник ги бели Эльтуреля. Герцогиня Вантампур спрятала Крига в подземелье под своей виллой, пока Вратам Балдура не придёт время разделить судьбу Эльтуреля. Как и Криг, семейство Вантампур давно в долгу перед Зариэлью, ар хидьяволицей Авернуса. Используя деньги, украденные приспешниками Зариэли на Авернусе из сокровищ ницы Тиамат, герцогиня Вантампур наняла культистов Мёртвой Троицы, чтобы те сеяли хаос. Тем временем её сыновья украли Щит Скрытого Владыки из гробницы под городом. С помощью этого магического щита гер цогиня Вантампур и Тейвиус Криг надеются привести Врата Балдура к погибели так же, как Спутник погубил Эльтурель. В щите заточёна сущность могущественного дьявола по имени Гаргот, само присутствие которого во Вратах Балдура пробуждает зло в сердцах горожан. \n\nЧтобы спасти Врата Балдура, искателям приключений надо победить культистов Мёртвой Троицы, отследить, какой злодей их финансирует, забрать Щит Скрытого Владыки у герцогини Вантампур и разыскать великого герцога Ульдера Рейвенгарда в Девяти Преисподних. \n\n# Проведение этой главы \n\nНа диаграмме 1.1 представлены ключевые события этой главы по порядку. Искатели приключений начи нают как персонажи 1-го уровня, поднимаются до 2-го, если переживут сцену в таверне «Эльфийская песнь» (стр. 16), и до з-го, когда захватят подземелье Мёртвой Троицы (стр. 20). Трудности, которые они преодолеют в «Низком фонаре» (стр. 28) и на вилле Вантампуров (стр. 32), достаточно велики, чтобы получить 4-й уровень. Исследовав подземелье виллы (стр. 37) и добыв ценные сведения в Кэндлкипе (стр. 45), персонажи достигнут 5-го уровня, прежде чем отправляться в Девять Преисподних в главе 2.\n\n## (ур.1) Ворота Василиска\n\nВскоре после прибытия к воротам Василиска персонажей вербует капитан Пламенного Кулака и велит им отыскать и перебить последователей Мёртвой Троицы, устроивших серию убийств.\n\n---\n\nЗачитайте или перескажите следующий текст, чтобы начать приключение. \n\n> Добро пожаловать во Врата Балдура—печально известное крысиное и змеиное гнездо, раскинувшееся на скалистых берегах над рекой Чионтар. С высоких насестов в Верхнем Городе местные благородные, которых называют патриарами, с плохо скрываемым презрением взирают на простонародье из мрачного Нижнего Города, окружающего туманную гавань. Врата Балдура провоняли кровью, преступлениями — и возможностями. Нетрудно понять, почему пираты и торговцы слетаются на этот запах, как мухи на мертвечину. \n\n> Если подняться выше по реке на восток, вы попадёте в Эльтурель—столицу священной страны Эльтургард. По крайней мере, так было всего несколько дней назад. Теперь же поток беженцев из Эльтуреля принёс ужасные вести: город пал. Все думают, что Врата Балдура на оче реди, но никто не знает, кто или что погубило Эльтурель. \n\n> Патриары платят армии наёмников под названием Пламенный Кулак, чтобы те защищали их интересы во Вратах Балдура, как и сам город. Пламенный Кулак обрёл ещё больше власти после того, как несколько лет назад их харизматичный вожак Ульдер Рейвенгард получил титул верховного герцога. Но теперь Рейвенгард пропал. В его отсутствие Пламенный Кулак запер городские ворота, чтобы пресечь бесконечный поток беженцев. Никого не впускают и не выпускают. \n\n> Всё это вы узнали вскоре после того, как вас принудительно завербовали в Пламенный Кулак, чтобы защищать город. Вам приказано поговорить с капитаном Зоджем у ворот Василиска. Они находятся в восточной стене города и названы так в честь многочисленных статуй, стоящих в нишах и на зубцах её бастионов. За запертыми створками ворот Василиска тянется грунтовая дорога, ведущая через трущобы Внешнего Города к мосту под названием Переправа Змия, а оттуда в далёкие края. \n\n> Десятки солдат Пламенного Кулака пытаются сдержать толпу разъярённых простолюдинов, желающих покинуть город. Вам предстоит найти капитана Зоджа, имея лишь примерное описание—высокий мужчина с длинными чёрными волосами и кожаной повязкой на глазу. Между солдатами и простолюдинами завязывается драка, и вы, наконец, замечаете одноглазого капитана, который врывается в самую её гущу, раздавая тумаки направо и налево. Обычный день в Городе Крови! \n\nПриток беженцев из Эльтургарда и неясная судьба Ульдера Рейвенгарда заставляют капитана Дармина Зоджа (принципиальный злой человек, ветеран) проявить себя, чтобы доказать, что он достоин командовать в Пламенном Кулаке, — иначе какой-нибудь соперник обойдёт его в ближайшие дни. Зодж уже в курсе, что Лиару Портир, командора Пламенного Кулака в форте Белуриан в Чалте, отозвал во Врата Балдура её дядя, герцог Диллард Портир. Зодж надеется впечатлить командора Портир своим уме нием поддержать порядок во Вратах Балдура. \n\nХотя Зодж далёк от чести и приличий, он заботится о солдатах, которые служат под его началом. Разъярённые толпы бывают опасны, так что Зодж мигом обрушивается на заводил, чтобы гнев толпы поскорее сменился страхом. Во время заварушки, которую видят герои, никого не аре стовывают, но нескольких простолюдинов избивают и грабят после столкновения с Зоджем и его солдатами. Скажите игрокам, что их персонажей не удивляет по ведение Зоджа в этой ситуации. Капитаны Пламенного Кулака готовы на всё, если нужно поддержать порядок во Вратах Балдура, особенно в Нижнем Городе. \n\nВсем известно, что лучший способ не иметь проблем с солдатами Пламенного Кулака — это подкупить их. Тем, кому хватит денег на взятку от 10 зм и больше (вме сто обычной подати в 2 мм за проход), позволят пройти через ворота после недолгих споров. \n\n### Встреча с капитаном Зоджем \n\nКапитан Зодж ожидает персонажей. Если они к нему не явятся, он сам со временем их разыщет. У Пламенного Кулака есть стукачи по всему городу, так что спрятаться от Зоджа непросто, если только персонажи не знают того, кто мог бы их укрыть. Зодж постоянно держит при себе шестерых солдат Пламенного Кулака (люди, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}**). Их зовут Иссио, Минаква, Нелестри, Оливер, Солтус и Талкара.\n\nВ промежутках между набиванием морд и получением взяток капитан Зодж старается держаться как прямой и хладнокровный человек, который относится к другим с уважением и того же требует в ответ. Когда персонажи будут готовы его выслушать, зачитайте вслух следу ющий текст: \n\n> «Из-за этих беженцев, — говорит капитан Зодж, — ходят слухи, будто Вратам Балдура грозит то же, что Эльтурелю. А от него якобы осталась только дырка в земле. Наш верховный герцогУльдер Рейвенгард как раз поехал с визитом в Эльтурель, и тут городуничтожили. Совпадение? Не думаю. \n\n> В катастрофе уцелело несколько рыцарей Эльтургарда, так называемых Всадников Преисподней. Они почему-то полагают, что мы виноваты в гибели Эльтуреля. Ох уж эти лицемерные святоши! Мы задерживаем их, когда находим, но у нас из-за этого не хватает рук для другой проблемы. И в этом мне нужна ваша помощь». \n\nКапитан Зодж не примет отказа. Пламенный Кулак имеет право призывать искателей приключений на службу в чрезвычайной ситуации. Он вправе казнить их на месте за отказ от сотрудничества, но ему больше по душе, если они согласятся. Каждому персонажу он даст медную бляху с гербом Пламенного Кулака. Эти бляхи дают персонажам право действовать от имени Зоджа. \n\nЗачитайте следующий текст, когда персонажи готовы выслушать подробности: \n\n> «Врата Балдура давно страдают от культистов Мёртвой Троицы — ну, вы знаете, богов Бейна, Баала и Миркула. Я думал, мы с ними уже покончили, но, похоже, нет. Эти любители ужаса и смерти воспользовались тем, что у нас проблемы, и устроили серию убийств по всему городу. Как мои официальные помощники в этом деле, вы имеете право убивать этих гадов на месте. Разыщите их логово и зачистите его. Убивайте всех, кто встанету вас на пути, и не волнуйтесь о сопутствующем ущербе. \n\n> Если выполните моё задание, я прослежу, чтобы вам заплатили подвести золотых каждому. А ещё вы заслужите мою благодарность, которая стоит куда больше. \n\n> В паре кварталов отсюда есть таверна „Эльфийская песнь\". Там сидит шпионка Тарина, собирает слухи для Гильдии. Она мне кое-чем обязана, так что скажите, что работаете на меня. Расспросите её насчёт Мёртвой Троицы. И упаси вас Балдуран с ней ссориться! У Тарины серьёзные дружки». \n\nКогда пройдёт десятидневка без известий о нападениях последователей Мёртвой Троицы, Зодж сдержит слово и добудет награду для персонажей. Перед выплатой он заберёт у них бляхи.\n\n## (ур.1) Таверна «Эльфийская песнь»\n\nПерсонажи допрашивают шпионку по имени Тарина. В обмен на их помощь она рассказывает, где скрываются последователи Мёртвой Троицы.\n\n---\n\nПерсонажи могут посетить таверну «Эльфийская песнь», как хочет капитан Зодж, а могут отправиться куда угодно ещё. Их цель в таверне — выйти на связь со шпионкой Тариной и выяснить, что она знает о Мёрт вой Троице. \n\nУ Зоджа есть лазутчики, которые извещают его об успехах персонажей. Если персонажи не посетят таверну «Эльфийская песнь» в первые же сорок восемь часов после приказа, Зодж отправит отряд из шести **@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}** Пламенного Кулака и один огненный череп, чтобы те отвели персонажей в таверну или убили тех из них, кто откажется, а затем доложили ему. Если персо нажи перебьют отряд или сбегут от него, Зодж мобили зует ещё два отряда для охоты на них. \n\n### О таверне \n\nТаверна отмечена на карте 1.1 (см. стр. 13), а на карте 1.2 изображён её внутренний план. \n\nВремя от времени таверну наполняет бестелесный голос эльфийки, поющей печальную песню, отсюда и название заведения. Баллада звучит не так громко, чтобы мешать разговорам, но большинство посетителей умолкает, когда звучит эльфийская песнь, и продолжает разговор по её окончании. Многие завсегдатаи ходят в таверну, именно чтобы послушать песнь. Тот, кто знает эльфийский, понимает, что песня сложена о безымян ном возлюбленном, которого поглотила морская пучина. Никто не знает, откуда взялся в таверне дух эльфийки, и невозможно предсказать, когда она запоёт вновь. Алан Алит, нынешний владелец таверны, — ней тральный полуэльф, простолюдин с ночным зрением на расстоянии до 60 футов. Недавно Алану исполнилось семьдесят пять лет, а этим заведением он управляет много десятилетий. Эльфийская кровь от матери-полуэльфийки подарила ему долгую жизнь, и он выглядит лучше, чем чистокровные люди в его возрасте. Другой источник его заработков — давать ссуды тем клиентам, которым доверяет. Он редко даёт в долг искателям при ключений, зная, насколько ненадёжны те бывают, но мо жет предложить им бесплатный стаканчик эльверквисстского вина, если решит, что так они придержат мечи в ножнах (см. врезку «Таверны во Вратах Балдура»).\n\n> #### Таверны во Вратах Балдура \n\n> Никто в здравом уме не бродит по улицам Врат Балдура и не заходит в местные таверны без оружия или вооружён ной охраны. Всякий, кто прожил в городе хоть десятидневку, знает это по опыту. На первый взгляд таверны кажутся безопасными, но на деле это одно из опаснейших мест во Вратах Балдура—тут полно выпивки, соблазнительных монет и беспринципного народа. Волотамп Геддарм, величайший хвастун, прославившийся обзорами таверн, описал свои впечатления во Вратах Балдура так: «Оставляют тяжесть в животе, особенно когда в него втыкают кинжал». Когда начинаются драки, посетителям надо постоять за себя самим, и не стоит ожидать сочувствия от Пламенного Кулака. Убийства в тавернах — обычное дело, и обычно всё кончается тем, что жертву вытаскивают наружу и бросают в переулке (где её сперва обчистят бродяги, а потом обглодают крысы) или даже в воду. \n\n>***Кости Балдура***. Это популярная игра в тавернах Врат Балдура. Каждому игроку требуются несколько шестигранных костей. Правила таковы: \n* Каждый игрок делает оговорённую ставку. \n* Каждый игрок кидает потри кости. Ход передаётся по часовой стрелке, хозяин стола ходит последним. \n* В свой ход игрок может выбрать «остановиться» или «докинуть». Если игрок останавливается, ход передаётся следующему. Если игрок докидывает, он берёт дополни тельную кость и кидает. Если сумма его бросков превы шает 21, игрок «выбит» из игры. Если нет, он может продолжать бросать дополнительные кости, пока не остановится или не будет выбит. \n* Когда все сделают свои ходы, тот, кто выбросил больше всего очков (не считая выбитых игроков), выигрывает и забирает все ставки. \n \n\n### Завсегдатаи таверны \n\nЕсли персонажи придут в таверну «Эльфийская песнь» в поисках Тарины, знакомой капитана Зоджа, они най дут её наверху в зоне Э7, где она играет в карты. Среди десятков других посетителей они заметят пару крыс, шарящих в поисках еды, а также примечательных персо нажей, которые не играют роли в сюжете, но вы можете их задействовать при желании: \n\n* Скрольдар Фейн (нейтральный, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**), пьяный в стельку корабел без бровей. \n* Лала Стаут (нейтральная злая, легконогий полурослик, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.Hmasl9F4p1YGHq8Q]{Шпион/Spy}**), воровка со шрамом на лице, вечно подкидыва ющая монетку. \n* Олорик Витмирт (нейтральный добрый, человек, **@UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}**), обедневший драматург, который записы вает мысли и наблюдения в книжечку. \n* Воул Найтли (нейтральный, полуорк, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}** с ночным зрением на расстоянии до 60 футов), весёлый крысолов с могучим подбородком и оглушительным хохотом. \n* Рахима Саджиресса (принципиальная нейтральная, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{Послушник/Acolyte}** Савраса, бога прорицания и судьбы), болтливая женщина-астролог, обожает азартные игры. \n* Виллоу Бурожук (нейтральная добрая, крепкосердечный полурослик, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.TKRyHPlVYI20Bd65]{Друид/Druid}**), высокомерная аптекарша, носит цветастый плащ. \n\nЕсли персонажам нужна помощь в поисках Тарины, её тут хорошо знают и подскажут, что она на втором этаже (см. «Общение с Тариной», стр. 18). \n\n### Зоны таверны\n\nЭти места отмечены на карте 1.2. \n\n#### Э1. Пивная \n\nАлан Алит присматривает за баром, а двое юношей (люди, **@UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}**) Фальтен и Йимиур принимают заказы, разносят напитки и еду по столикам и перешу чиваются с клиентами. По бокам от входа стоят двое вышибал: **@UUID[Compendium.sc-creatures.sc-creatures.Actor.wVSMpqpUY8LvfMxr]{Живой доспех/Animated Armor}** по кличке Звяк и грубоватая женщина-**@UUID[Compendium.sc-creatures.sc-creatures.Actor.yhzXimscie2BXKMl]{Полуогр/Half-Ogre}** Скуна. Обоим поручено защищать коллег по таверне, а не посетителей, так что они не вмешиваются в драку, если в ней не участвует персонал.\n\nХорошо вооружённые клиенты (в основном **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}** и **@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}**) толпятся вокруг столов в главном зале и отдельных кабинетах. У камина в восточной стене стоят три мягких кресла под скрипучей деревянной лестницей, ведущей на второй этаж. Как правило, на диванчике у се верной стены уже прикорнул какой-нибудь пьянчуга. Возле дивана стоит деревянный морской сундук, где хранятся настольные игры (доски для драконьих шахмат, потёртые колоды для «Ставки Трёх Драконов» и тому подобное). \n\n#### Э2. Курильная комната \n\nХотя курение в таверне разрешено везде, именно здесь предпочитают собираться члены местного клуба куриль щиков — Дымоловы. Большинство членов клуба — мест ные рыбаки и ловцы крабов. \n\n#### Э3. Отдельная трапезная \n\nОна называется Комнатой Зелёного Дракона из-за головы молодого зелёного дракона, висящей на южной стене. \n\n#### Э4. Ниша-чулан \n\nТут хранятся ящики с фруктами, бочонки с питьевой водой, сиропом и маслом. \n\n#### Э5. Кладовая \n\nВ этом помещении сложены ящики с провизией и специями, а также тряпки для мытья, мётлы, сло манные стулья и инструменты для их починки. \n\n#### Э6. Кухня \n\nНа Алана Алита работают три повара (**@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**): шеф-повар — весёлая Ченна Толстокролик (крепкосердечный полурослик), вспыльчивый су-шеф — человек Азар Вальшим и кондитер — слепой человек Клав Мартильмур. Они работают с полудня до полуночи. Их коронные блюда — рыбные и крабовые пироги, густой сырно-картофельный суп и пудинг, политый сиропом и украшенный солёным миндалём. \n\n#### Э7. Верхняя трапезная \n\nВ этой комнате без окон со стропил свисают горящие фонари. Деревянный пол покрывают ковры, приглу шающие шум от пьянчуг, которые собрались за двумя широкими столами, едят и играют в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура»), \n\nЗа столом, ближайшим к лестнице, среди прочих сидит Тарина, персонаж, которого ищут наши герои (см. «Общение с Тариной» на стр. 18). \n\n#### Э8. Отдельная трапезная \n\nОна называется Комнатой Бурого Увальня из-за головы бурого увальня, висящей на восточной стене. \n\n#### Э9. Роскошный номер для гостей\n\nЭта комната в данный момент пустует, дверь в неё за перта. Помимо ключа, который дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны инструменты вора и успешная проверка Ловкости со СЛ10. \n\nКомната богато обставлена, в ней бархатные занаве ски, картины с изображениями кораблей в рамах, кро вать с балдахином, прикроватный столик, морской сун дук и платяной шкаф. Дверь на запад ведёт в отдельную трапезную. \n\n#### Э10. Отдельная трапезная \n\nНа восточной стене в этой комнате возле комода висит голова ускользающего зверя, потому её и называют Комнатой Ускользающего Зверя. \n\n#### Э11. Большая спальня для гостей \n\nВ этой комнате находится неожиданный госты **@UUID[Compendium.sc-creatures.sc-creatures.Actor.zE44SdHz4y8W008U]{Жрица сахуагинов/Sahuagin Priestess}** по имени Ошалла. Она одета в плащ из рыболовных сетей и говорит на всеобщем и сахваджинском. Её изгнали из глубин за попытку свергнуть тамошнего короля.\n\nОшалла держится уединённо, еду ей приносят сюда трижды в день. Дверь в её комнату заперта, ключ она но сит на шнурке на шее, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны ин струменты вора и успешная проверка Ловкости со СЛ 10. \n\nПомимо кровати, столика и сундука, в комнате есть письменный стол, стул, несколько картин с подводными и прибрежными пейзажами, переносная ванна и книж ный шкаф длиной 10 футов и высотой 8 футов, где хранится коллекция безделушек Ошаллы, собранных в океане (раковины, обросшие ракушками черепа и тому подобное). Ошалла не позволяет работникам таверны убирать комнату и менять воду в ванне, так что тут довольно грязно. \n\n***Сокровища***. Обыскав ящик письменного стола, пер сонажи обнаружат кошель из акульей кожи с 66 зм и 49 см — из этих денег Ошалла платит за еду и комнату. У южной стены стоит деревянный сундучок, где хранится алтарь Секолы, бога-акулы, которому поклоняются сахваджины. Внутри сундук украшен акульими зубами, в нём стоит 5-фунтовая коралловая статуэтка Секолы с глазами из красных жемчужин (стоит 250 зм как предмет искусства). \n\n#### Э12. Простые спальни для гостей \n\nДвери в эти две комнаты заперты. Помимо ключей, кото рые дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать один из замков, нужны инструменты вора и успешная проверка Ловкости со СЛ 10. \n\nВ каждой комнате есть удобная кровать, пустой деревянный сундук и занавеска на окне. \n\n#### Э13. Спальня Алана \n\nАлан держит при себе главный ключ, отпирающий дверь в его личную спальню. Чтобы взломать замок, нужны ин струменты вора и успешная проверка Ловкости со СЛ 15. \n\nВ комнате Алана есть кровать с узорной железной решёткой, сундук на ножках, прикроватный столик и платяной шкаф. На полу перед шкафом лежит **@UUID[Compendium.sc-creatures.sc-creatures.Actor.NmrRYcS5MzDP6QIz]{Ковёр удушения/Rug of Smothering}**, который атакует любого, кроме Алана, кто ступит на него или откроет сундук. \n\n***Сокровища***. Внутри сундук разделён на три равных отделения, где хранятся соответственно 91 зм, 176 см и 288 мм. Из этих денег Алан платит работникам и за содержание таверны. \n\n### Общение с Тариной\n\nТарина (хаотичная злая, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}**) довольно легкомысленна. Она постоянно играет в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура», стр. 16) с местным сбродом за столом в зоне Э7. Эти дурачки и не догадываются, что она жульничает. \n\n«Тарина», конечно, не настоящее её имя. Прежде чем осесть во Вратах Балдура, Тарина была пираткой, из вестной как Ронда Тандербелл (но это тоже не настоящее имя). Послужив капитану Муроско Сессприну на «Не воспитанном змее» несколько месяцев, она стащила добычу товарищей по команде и сбежала, прежде чем её хватились. Большую часть добычи Тарина растратила в последние годы, но у неё запасено ещё достаточно, чтобы не остаться голодной. Она в хороших отношениях с Девятипалой, предводительницей местной гильдии воров, которая иногда подкидывает ей работёнку. \n\nНедавно Тарина прослышала, что бывшие товарищи-пираты узнали, что она во Вратах Балдура. Она согла сится помочь персонажам, если те остановятся в таверне «Эльфийская песнь» и при появлении пиратов прикончат их всех. \n\n#### Убиваем время в таверне \n\nКогда именно бывшие соратники Тарины появятся — решать вам, но дайте персонажам хоть немного свобод ного времени до их появления (описанного в разделе «С такими друзьями...», стр. 19). Посидев в таверне, пер сонажи могут услышать, как посетители обсуждают обстановку во Вратах Балдура и слухи из Эльтуреля: \n\n* «Да я последний медяк поставлю на то, что эти якобы беженцы —лазутчики, а их армия готовится штурмо вать Врата Балдура!» \n* «Пламенный Кулак обезглавили. Капитаны уже грызутся, кто из них теперь главный, раз Ульдер Рейвенгард пропал». \n* «Если Рейвенгарда больше нет, кто теперь будет вер ховным герцогом? Я бы наТаламру Вантампур поставил. Она, по сути, родилась в канализации и выросла злобной, как стая крыс». \n\n### Эльфийская песнь \n\nВ какой-то момент до прибытия бывших пособников Тарины таверну наполнит печальная песнь духа эльфийки, обитающего в ней. Однако на сей раз дух споёт не о пропавшем возлюбленном, а об Эльтуреле. Это всех удивит, особенно Алана Алита, который никогда не слышал, чтобы дух менял песню. Персонажи, понимающие эльфийский язык, смогут перевести текст: \n\n>О, спой мне песнь об Эльтуреле, \n>\n>О его реках и лесах, \n>\n>О скалах, озарённых солнцем, \n>\n>И зеленеющих полях. \n>\n>То край, где неизменна радость. \n>\n>То край, что славою покрыт. \n>\n>Обитель сильных и отважных — \n>\n>Никто его не покорит. \n>\n>О, спой мне песнь об Эльтуреле, \n>\n>Когда у врат его беда, \n>\n>Когда поля его копытом \n>\n>Сминает дьяволов орда. \n>\n>Скачи, о Всадник Преисподней! \n>\n>Пускай геройские клинки \n>\n>Сразят бесовское отродье, \n>\n>Рассеют адские полки. \n>\n>О, спой мне песнь об Эльтуреле, \n>\n>И самой долгой из ночей. \n>\n>Спокойно спи: хранит нас Спутник \n>\n>До первых солнечных лучей. \n>\n>Мы связаны великой клятвой — \n>\n>Лишь смерть порвать заставит с ней, \n>\n>И будем петь об Эльтуреле \n>\n>Вовеки, до последних дней. \n\nЛюбой персонаж, бывавший в Эльтуреле или успешно прошедший проверку Интеллекта (История) со СЛ15, поймёт, что упомянутый «Спутник» — это искусственное солнце, висящее над Эльтурелем, защищая город и его окрестности от нежити. \n\nУслышав песню, персонажи могут расспросить Алана о ней, поскольку он понимает и эльфийский, и всеобщий. Однако он так потрясён изменением текста, что запомнит только часть из него. Дух споёт песню ещё раз, но только если его об этом попросит эльф или полуэльф, успешно пройдя проверку Харизмы (Убеждение) со СЛ 10. \n\nОсобенно Алану запомнится упоминание Всадников. Персонажи могут вспомнить, что капитан Зодж и прочие жители Врат Балдура называли рыцарей Эльтуреля Всад никами Преисподней. Любой персонаж, бывавший в Эль туреле или успешно прошедший проверку Интеллекта (История) со СЛ 20, вспомнит, что Всадники Преисподней зовутся так, потому что давным-давно спустились верхом в Девять Преисподних, чтобы сразиться с дьяволами. Большинство из них не вернулось. Возможно, кто-нибудь из завсегдатаев таверны знает об этой истории. \n\n### С такими друзьями\n\nТерпение тех персонажей, кто останется подкара уливать пиратов для Тарины, будет вознаграждено. Зачитайте следующий текст, когда придёт время появиться пиратам: \n\n>В таверну ввалилось восемь людей-оборванцев. Их вожак— здоровенный мужик с бельмом на правом глазу, он крово жадно ухмыляется и держится с типично пиратским нахальством. Остальные—грубая и невоспитанная банда, которая ведёт себя так, будто им всё здесь принадлежит. \n\n>«Мы старую подругу ищем, — говорит одноглазый, принюхиваясь. — Мне сказали, её тут знают как Тарину. Любит жульничать в кости». \n\nКапитан Муроско Сессприн был убит полгода назад в ре зультате бунта, и командование судном «Невоспитанный змей» перешло к предавшему его первому помощнику, жуликоватому Лекарду Кадаврусу по кличке Мёртвый Глаз. Мёртвый Глаз — нейтральный злой **@UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{Бандитский атаман/Bandit Captain}**, прозвище он получил за бельмо на правом глазу. Он ненавидит мыться, а изо рта его пахнет гнилой рыбой. Его сопровождает шайка из семи **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}** с таким же злобным нравом. \n\nМёртвый Глаз предложит большую кружку эля тому, кто подскажет, где найти Тарину, и многие завсегдатаи та верны с радостью примут предложение. Персонажи могут помешать пиратам, если пожелают, но Мёртвый Глаз не по зволит героям встать на пути его мести. Двое пиратов при смотрят за выходом, чтобы Тарина не сбежала, а остальные нападут на любого, кто помешает Мёртвому Глазу. \n\nМёртвый Глаз сразу попытается убить Тарину. Ни Алан, ни вышибалы не будут вмешиваться в бой, если только драка не заденет кого-то из персонала. Прочие завсегдатаи тоже будут держаться подальше от схватки, но персонажи могут в качестве действия подкупить одного дружественного или безразличного персонажа мастера, чтобы тот помог им. Нужно пройти проверку Харизмы (Убеждение) со СЛ 15 — или Харизмы (Обман), если платить вы не собираетесь. При успехе персонаж мастера примет предложение, сделает бросок ини циативы, вступит в бой в свой следующий ход и будет драться на стороне персонажей, пока бой не кончится. Проверка проходит с преимуществом, если обещанная плата ю зм или выше. Мёртвый Глаз может использо вать ту же тактику и привлечь завсегдатаев на свою сто рону монетами. \n\nПерсонажи могут попробовать подкупить Мёртвого Глаза, чтобы тот отказался от мести и ушёл из таверны «Эльфийская песнь», но он потребует 5000 зм монетами или товарами за беспокойство. Если персонажи заявят, что монеты или товары у них в другом месте, он рас смеётся и скажет, что ни на грош им не верит. Он слишком недоверчив, чтобы обмануть его таким простым трюком, и ни за что не поверит, что кто-то так высоко ценит жизнь Тарины. \n\n#### Сокровища \n\nЗа пазухой Мёртвого Глаза кошель с 32 зм и 15 см. Он также носит два золотых ожерелья (по 25 зм каждое) и почернев шее золотое кольцо с жемчужиной (125 зм). У остальных пиратов кошельки, в каждом из которых по [[/r 1d6]] см. \n\nСудно Мёртвого Глаза, «Невоспитанный змей», пришвартовано в конце причала в восточной части га вани. Его охраняет одиннадцать **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}**, а на борту нет сокровищ. Если персонажи разделаются со всеми пиратами, они могут захватить судно, однако для управ ления им требуется команда минимум из двадцати мо ряков, из которых хотя бы половина должна быть умелой в обращении с водным транспортом. \n\nУ «Невоспитанного змея» параметры парусника (см. главу 5 Dungeon Master's Guide [«Руководства мастера подземелий»]). Если вам нужна схема палубы, используйте карту корабля из приложения В той же книги. Хотя корабль в хорошем состоянии стоит 10 ооо зм, никто во Вратах Балдура не захочет его покупать из-за его дурной репутации. \n\n### Что знает Тарина \n\nКак только с её бывшими дружками-пиратами раз делаются, Тарина поделится с персонажами такими сведениями: \n\n>«В нескольких кварталах к северо-западу отсюда есть общественная баня с огороженным садом, там ещё весёлые нимфы вырезаны на воротах. Так вот, видели, как последователи Мёртвой Троицы входили в баню и выходили оттуда. Говорят, там потайная дверь, ведущая в подземелье. Там эти убийцы и прячутся». \n\nЕсли Тарину убьют, персонажи могут доставить её тело капитану Зоджу. Он договорится со священником, и тот сотворит на тело заклинание ***@UUID[Compendium.sc-spells.sc spells.Item.b5wvWFBKVHec9f8o]{Разговор с мёртвыми/Speak with Dead}***. Покойница расскажет всё, что знала, а Зодж передаст эти све дения персонажам. Получив сведения от Тарины или её тела, персонажи могут направиться в бани и найти скрытое под ними подземелье. Персонажи должны достичь 2-го уровня, прежде чем продолжать приключение. Когда персонажи отправятся в бани, переходите к разделу «Подземелье Мёртвой Троицы».\n\n## (ур.2) Подземелье Мёртвой Троицы\n\nГерои находят в подземелье последователей Мёртвой Троицы и одного из сыновей герцогини Вантампур, а потом внезапно натыкаются на культистов Тиамат.\n\n---\n\nПрежде чем проводить эту часть приключения, прочтите сведения о Мёртвой Троице в приложении Г. Параметры последователей Мёртвой Троицы тоже даны там. \n\nПодземелье Мёртвой Троицы скрыто под банями, которыми тайно владеет и управляет семейство Вантампур. Один член семьи, Мортлок Вантампур, как раз сейчас в подземелье и помогает координировать атаки культистов Мёртвой Троицы по всему городу. Эти атаки должны доказать жителям Врат Балдура, что Пламенный Кулак не может их защитить. \n\n### Прибытие в бани \n\nКогда персонажи прибудут к баням, зачитайте следующий текст: \n\n>Бани — это одноэтажное оштукатуренное здание с мозаичными окнами и глиняной черепицей. Забор высотой десять футов окружает просторный двор с юговосточного угла здания. Закрытые деревянные двери, ведущие во двор, украшены изображениями весёлых нимф, которые пляшут и играют в воде. \n\nБани славятся одним из лучших водопроводов в городе и с виду не вызывают никаких подозрений. Двери, ведущие во двор (зону П1), не заперты и не охраняются. Бани закры ваются в полночь и открываются с рассветом, а горожане то и дело входят и выходят из них весь день и вечер. \n\n### Зоны бань\n\nЭти места отмечены на карте 1.3. \n\n#### П1. Двор \n\nОпишите это место игрокам так: \n\n>В Г-образном дворе тщательно подстрижены газон и кусты. Двор украшен белыми мраморными скамьями и каменными фонтанами. Каждый фонтан сделан в виде улыбающейся нимфы, льющей воду из кувшина в круглую каменную купель. \n\nНевидимый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp}** притаился на юго-восточном фонтане. Если ему покажется, что персонажи пришли сюда соз давать проблемы, бес незаметно проследит за ними до входа в здание, а затем улетит на виллу Вантампуров в Верхнем Городе, чтобы предупредить Тёрствелла Вантампура, старшего сына герцогини Таламры Вантампур. Тёрствелл велит бесу вернуться на свой пост, но ничего делать не станет — он втайне надеется, что герои разделаются с его братом Мортлоком. \n\n#### П2. Баня \n\nС рассвета до полуночи здесь обычно есть [[/r 1d6]] моющихся людей-**@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**. С полуночи до рассвета трое человеческих женщин, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.gBIadkXO03dvpdNC]{Ночной клинок/Night Blade}** (параметры см. на стр. 237), стоят на страже у бассейнов и атакуют любых непрошеных гостей. Если тут завяжется бой, **@UUID[Compendium.sc-characters.sc-characters.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}** из зоны П4 придёт на помощь часовым во втором раунде боя. Опишите это место игрокам так: \n\n> Этот зал украшен колоннами высотой двадцать футов и фресками с изображением купающихся аристократов. Естественный свет струится через мозаичные окна, создавая цветные узоры на плитках пола из полированного синего мрамора. В трёх неглубоких бассейнах в полу плещет вода, пахнущая духами, каждый из них снабжён парой латунных кранов. У бассейнов стоят белые мраморные скамьи, на которых сложены сухие полотенца. \n\nКраны подают горячую и холодную воду из труб, про ложенных под полом. Тугая каменная пробка на дне каждого бассейна затыкает слив. Множество мелких отверстий для стока, расположенных по верху каждого бассейна, не дают им переполняться. \n\n#### П3. Южная массажная \n\nВ этом помещении стоит массажный стол, накрытый чистыми полотенцами. Склянки с духами хранятся под столом — их используют для ароматизации бассейнов в зоне П2. Комната освещена естественным светом через мозаичное окно в южной стене. \n\nВ часы, когда бани открыты, тут работает андрогинный человек-массажист (нейтральный добрый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин**) по имени Джабаз. Он знает, что банями владеет герцогиня Таламра Вантампур, а управляет ими её жестокий сын Мортлок. \n\nМортлок строго приказал Джабазу не задерживаться в банях после закрытия. Джабаз подозревает, что Мортлок проворачивает тут какие-то тёмные делишки, а за ведение использует как прикрытие, держа их в тайне от герцогини. Джабаз знает, где потайная дверь в зоне П4, но не расскажет об этом, опасаясь мести Мортлока. Джа баз понятия не имеет, что находится за потайной дверью. \n\n#### П4. Северная массажная \n\nС полуночи до рассвета эту комнату охраняет мужчина-человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}некромайт Миркула** (параметры см. на стр. 238), если только он не ушёл в зону П2 на звуки боя. Когда бани открыты, тут работает человек-массажистка (нейтральная добрая, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин**) по имени Курмиля. Она знает всё то же, что и Джабаз в зоне П3, и ведёт себя схоже. \n\nКомната обставлена аналогично зоне Пз, но также здесь есть потайная дверь в северной стене. Обыскав северную стену и успешно пройдя **проверку Мудрости (Внимание) со СЛ 10**, персонаж найдёт потайную дверь, которая открывается от себя. Тот, кто её откроет, ощутит идущий из-за неё гнилостный запах канализации. Лестница за дверью ведёт на 20 футов вниз в зону П5, у неё гладкие каменные ступени и кирпичные стены. Два тле ющих факела в стенных держателях освещают лестницу, но подземелье внизу погружено во тьму.\n\n#### П5. Добро пожаловать в подземелье \n\nГерцогиня Вантампур обнаружила это древнее подземе лье, когда разбиралась с водоснабжением и канализацией города. Чтобы скрыть находку, она построила тут бани. Помещение у подножия лестницы пусто, не освещено и залито зловонной водой глубиной 2 фута (подробнее см. \"Особенности подземелья\"). \n\n***Особенности подземелья***. У подземелья Мёртвой Троицы такие особенности: \n\n* Помещения, коридоры и лестницы подземелья выте саны из известняка и не освещены, если не указано иное (последователи Мёртвой Троицы носят с собой факелы или обладают ночным зрением). \n* Коридоры в подземелье шириной 5 футов и высотой 8 футов. В помещениях потолки высотой 9 футов, часто подпёртые деревянными балками. Каждая балка — объект крупного размера с КБ 15,10 ПЗ и невоспри имчивостью к урону ядом и психическому урону. Если уничтожить все балки в зоне, есть шанс 25%, что рухнет потолок. Каждое существо в зоне обрушения должно пройти **испытание Ловкости со СЛ15**, при провале оно получит 22 ([[/r 4d10]]) дробящего урона, при успехе — половину этого урона. Зона остаётся проходимой, но становится пересечённой местностью. \n* Обычные двери сделаны из мягкого подгнившего де рева. Каждая дверь — объект среднего размера с КБ 15, 5 ПЗ и невосприимчивостью к урону ядом и психи ческому урону. Потайные двери выглядят так же, как и окружающие стены из известняка, и чтобы их найти, нужно успешно пройти **проверку Мудрости (Внимание) со СЛ 10**. Найденную потайную дверь легко открыть. \n* Некоторые зоны подземелья (как указано на карте 1.3) затоплены мутной водой глубиной 2 фута, что делает их пересечённой местностью. Вода протекает в подзе мелье из соседней канализации через трещины в известняке. Вода воняет, пить её нельзя. \n\n#### П6. Вздутый труп \n\nПосреди полузатопленной комнаты лицом вниз в воде плавает раздутый труп полураздетого мужчины-чело века с ножевыми ранами в спине. При жизни это был культист Баала по имени Хискааль. Его убили това рищи по культу за то, что он упустил жертву во время недавнего налёта на город. Любой персонаж, осмотрев труп и успешно пройдя **проверку Мудрости (Медицина) со СЛ 10**, поймёт, что мужчину убили два дня назад. \n\n#### П7. Алтарь Баала \n\nОпишите это место игрокам так: \n\n>Три деревянные балки подпирают потолок этой полузатопленной комнаты. В северо-восточном её углу стоит каменный алтарь, с которого свисают кишки. На стене над алтарём висит стальная маска в форме человеческого черепа размером в три фута. \n\nМаска символизирует лик Баала, ничего магического в ней нет. Внутренности гуманоида оставили на алтаре как жертву богу убийств. Если вылить на них пузырёк святой воды, они растают, а алтарь задымится.\n\n#### П8. Плесневелый гобелен \n\nНа задней стене этой сухой ниши висит гобелен ши риной 5 футов и высотой 7 футов. На нём изображена жуткая сцена: четыре безликие фигуры рвут на части пятую, а та кричит. Изучив гобелен, но не прикасаясь к нему, персонажи заметят, что по краям его растёт жёл тая плесень. И действительно, 5-футовый квадрат жёлтой плесени (см. главу 5 Dungeon Master’s Guide (\"Руководства мастера подземелий\"]) находится с обратной стороны го белена и выпустит смертоносные споры, если гобелен потревожат. \n\n#### П9. Двери Мёртвой Троицы \n\nЭта комната пуста, зато неплохо украшена. На каждой из трёх дверей вырезано изображение одного из Мёрт вой Троицы в полный рост. Персонаж узнает все изо бражения, успешно пройдя **проверку Интеллекта (Религия) со СЛ 10**. \n\n***Восточная дверь***. На этой двери вырезан Бейн, принци пиальный злой бог тирании. Он изображён как высокий мужчина в доспехах с закрытым шлемом. Его правая лат ная рукавица выкрашена чёрным и сжимает кандалы. \n\n***Северная дверь***. На этой двери вырезан Баал, нейтраль ный злой бог убийств. Он изображён как крепко сложённый громила с черепом вместо головы и с длинными изогнутыми клинками вместо кистей рук. \n\n***Южная дверь***. На этой двери вырезан Миркул, ней тральный злой Владыка Костей. Он изображён как фигура в плаще, чьё лицо скрывает капюшон. В костяной руке он сжимает кричащий череп человека. \n\n#### П10. Комната некромайтов \n\nОтсюда существа следят за зоной П9 через трещину в двери. Заметив приближение персонажей, некромайты устроят засаду. Зачитайте следующий текст, чтобы описать комнату игрокам: \n\n>Комната почти пуста, лишь на полу лежат бледные тела трёх людей в грязных чёрных мантиях, сложенные в форме треугольника. Между ними лежит зажжённый факел. Вытесанная в камне лестница на западе ведёт вниз, ещё в одну комнату, освещённую факелами. \n\nТрое **@UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}** (параметры см. на стр. 238) лишь притворяются мёртвыми. Свои цепы с бойками в форме черепов они прячут под мантиями. Понаблюдав за телами и успешно пройдя **проверку Мудрости (Проницательность) со СЛ 10**, персонаж поймёт, что они живы. \n\nНекромайты вскочат на ноги и атакуют, едва любой персонаж войдёт в комнату или если их самих атакуют. Они дерутся насмерть, защищая сокровища в зоне П11. \n\n#### П11. Полуобвалившийся склеп\n\nЭто помещение частично обвалилось. В центре стоит каменный саркофаг, который вскрыли и разграбили давным-давно. \n\n***Сокровища***. Некромайты из зоны Пю прячут три книги заклинаний в прахе и костях гуманоидов в саркофаге. Эти книги они забрали у своих жертв. \n\nПервая книга заклинаний переплетена красной кожей, в ней содержатся заклинания **изменение облика**, **луч болезни**, **немой образ**, **облако тумана**, **обнаружение магии**, **пылающие руки**. \n\nВторая книга заклинаний украшена личной руной прежнего владельца, выжженной на буром переплёте. В ней содержатся заклинания **волшебная стрела**, **опознание**, **приворот гуманоида**, **призыв фамильяра**, **сон**. \n\nТретья книга заклинаний переплетена в кожу чёрной рептилии. В ней содержатся заклинания **безудержный смех Таши**, **волшебная стрела**, **магический доспех**, **ночное зрение**, **облако кинжалов**, **обнаружение магии**, **плавное падение**. \n\n#### П12. Алтарь Бейна \n\nЕсли персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут начеку. Опишите игрокам помещение так: \n\n>Восточная часть комнаты не освещена и подтоплена, потолок подпирают деревянные балки. Вытесанные в камне ступени выходят из мутной воды и ведут в западную часть комнаты — там сухо и горят два факела на держателях по бокам от каменного алтаря. Кетене за алтарём прикован истощённый мужчина в набедренной повязке, на голову ему надет мешок. В нише в северной стене стоит латный доспех без шлема. \n\n>Перед алтарём видны две мрачные фигуры: крепко сложённая женщина с булавой в руках и ещё более крупный мужчина в глухом шлеме. Мужчина тычет пленника копьём, заставляя того извиваться. Обе фигуры в кольчугах, а женщина ещё и носит деревянный щит, на котором нарисован ухмыляющийся череп. \n\nДвое вооружённых людей — Каззира (женщина, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна**, параметры см. на стр. 236) и Йигнат (мужчина, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.MGVIgXl2dDk0PR82]{Железный консул/Iron Consul}железный консул**, параметры см. на стр. 236). Йигнат пытает пленника для развлечения, а Каззира наблюдает за этим. Оба атакуют нарушителей, но постараются не покидать сухой части комнаты. Череп на щите Каззиры нарисован свежей кровью. С пояса Йигната свисает железное кольцо с семью ключами — один отпирает кандалы над алтарём, ещё два — кандалы в зоне П22, остальные от сундуков в зоне П30. \n\nПленник, висящий на западной стене, — Клим Джассо, захваченный в Нижнем Городе два дня назад, при этом его телохранителя убили. Клим — нейтральный злой человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{Благородный/Noble}благородный**, у него остался 1ПЗ. Оружия и брони у него нет (КБ 10). Он говорит на все общем и эльфийском, но ничего полезного не знает. Клим посулит, что его семья щедро заплатит, если его доставят целым и невредимым в их особняк в Верхнем Городе, — но он лжёт. Его мать умерла, его отец-патриар болен, а трое младших братьев и сестёр жаждут заполу чить наследство, которое на троих делится лучше, чем на четверых. Торговая компания, долей в которой владеет семейство, на грани разорения, и никакую серьёзную награду или выкуп они не потянут. \n\nУ кандалов Клима КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Сам доспех безобиден, его части намертво скреплены вместе, но рукавицы у него съёмные. Обе рукавицы — это живые предметы, параметры которых не отличаются от **@UUID[Compendium.sc-creatures.sc-creatures.Actor.ybboIqfEaLMNi1hP]{Летающий меч/Flying Sword}**, только они наносят дробящий урон вместо режущего. Рукавицы отделятся от доспеха и атакуют любого, кто их потревожит или выпустит пленника из кандалов.\n\n#### П13. Морг \n\nЕсли персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут на чеку. Опишите игрокам помещение так: \n\n>Потолок в этой полуобвалившейся комнате поддерживают три деревянные балки. Между балками на обгорелом деревянном столе лежит труп человека. До ужаса тощая женщина в чёрной мантии изучает труп, её лицо почти скрыто капюшоном. У её ног роится стая крысиных скелетиков. \n\nНекромант, что возится с трупом, — это Фленнис (женщина, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF]{Мастер душ/Master of Souls}мастер душ**, параметры см. на стр. 238), она самый высокопоставленный последователь Миркула в этом подземелье. Для скелетов крыс, служащих Фленнис, используйте параметры **@UUID[Compendium.sc-creatures.sc-creatures.Actor.wLTVCJHiMuRlRPNs]{Стая крыс/Swarm of Rats}стаи крыс** из Monster Manual (\"Энциклопедии чудовищ\"), только считайте их нежитью вместо животных. Стаю может изгнать любой персонаж с особенностью Изгнание нежити, а вот заклинания, действующие на животных, на них не сработают. \n\nФленнис собирается сделать из трупа на столе зомби, но заклинание оживление мертвецов занимает 1 минуту, так что ей придётся сперва разделаться с персонажами. Её ске летики крыс атакуют ближайшего врага, а сама она будет творить заклинания, используя стол в качестве укрытия. \n\n***Сокровища***. Помимо мантии и цепа, у Фленнис есть пыльная книга заклинаний, где записаны все её под готовленные заклинания. Книга переплетена чёрной кожей, на ней маленький замочек в форме черепа. Ключ от замка вплетён в волосы Фленнис. Персонаж может также взломать замок, успешно пройдя **проверку Ловкости со СЛ 10** с использованием инструментов вора. \n\nВ первый раз, когда любое существо, кроме Фленнис, откроет книгу, с её страниц поднимется чёрный дымок и сложится в череп, который будет безумно хохотать не сколько секунд, а затем исчезнет. Существо, держащее книгу в момент его появления, должно пройти **испытание Выносливости со СЛ 14**, при провале оно будет проклято на 24 часа. В это время у существа будет уязвимость к не кротическому урону. Заклинание снятие проклятия или подобная магия прекращает проклятие для существа. \n\n#### П14. Голодная крыса \n\nВ этой комнате шныряет обычная **@UUID[Compendium.sc-creatures.sc-creatures.Actor.Puehzkf0mnkxO4C0]{Крыса/Rat}крыса** в поискахобъед ков. Если персонажи поговорят с ней, применив заклинание **@UUID[Compendium.sc-spells.sc spells.Item.gxiqbFdMQAGCRPkU]{Разговор с животными/Speak with Animals}** или подобную магию, она может поделиться сведениями о подземелье. Она будет расположена к персонажам, которые дадут ей еды. \n\nЗнания крысы ограничены местами, где она бывала, — зонами с П5 по П26. Она не знает, где находятся потайные двери, так что понятия не имеет о зонах с П27 по П33, скрытых за потайной дверью в зоне П23. \n\n#### П15. Затопленная комната \n\nВедущие в эту комнату затопленные и заваленные обломками тоннели местами сужаются до 2.5 футов. Четыре деревянные балки, торчащие из грязной воды, подпирают здесь потолок. Среди обломков в северо-западном углу нет ничего интересного. \n\n#### П16. Затопленный склеп \n\nВ центре этого склепа из мутной зловонной воды под нимается открытый каменный саркофаг. Его каменная крышка разбита натрое и лежит под водой к северу от него. Заклинание обнаружение магии покажет ауру магии эвокации вокруг саркофага. Подняв фрагменты крышки из воды, персонажи увидят, что на ней было вырезано изображение кричащего варвара с топором. \n\nОт сырости кости в саркофаге истлели, прекратившись в чёрный ил. \n\n***Ловушка***. Если потревожить содержимое саркофага, над ним появится призрачный боевой топор. Он создан магией, подобной заклинанию призрачное оружие, и для рассеивания считается эффектом заклинания 2-го круга. Призрачный топор нельзя повредить, он не может по кинуть комнату и атакует только существ, действуя при значении инициативы 20. В каждый свой ход он переме щается на 10 или менее футов и совершает атаку закли нанием в ближнем бою (+5 к броску) по цели в пределах 5 футов, нанося 6 ([[/r 1d8 + 2]]) урона силой при попадании. Эффект прекращается, когда в комнате больше не оста ётся существ, а ловушка перезаряжается через 24 часа. \n\n#### П17. Алтарь Миркула \n\nЗачитайте или перескажите игрокам следующий текст, когда их персонажи впервые войдут в комнату: \n\n>В этой сухой полуобвалившейся комнате стоит каменный алтарь, вокруг него свалены черепа и кости гуманоидов. Вершину алтаря покрывают полусгоревшие свечи из чёрного воска, они не зажжены. Если зажечь хоть одну из чёрных свеч на алтаре, она испустит зелёный свет и высветит чёрную надпись на стене. Надпись, которую иначе не видно, гласит на все общем: \"Встаньте в строй!\" \n\nЕсли эти слова произнести вслух в пределах 5 футов от алтаря, надпись исчезнет, а кости, лежащие под обломками в северном конце комнаты, восстанут и соберутся в три оживших человеческих **@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}**. Эти скелеты — злая нежить, но они подчиняются приказам того, кто произнёс поднявшие их слова, и служат ему, пока их не уничтожат или хозяина не убьют. \n\n#### П18. Скопление газа \n\nПотолок в этом подтопленном зале поддерживает мно жество деревянных балок. В воздухе пахнет тухлыми яй цами, и этот запах ощущается даже за пределами зала. Подходя к этой зоне, любой персонаж может пройти **проверку Мудрости (Выживание) со СЛ 10** и при успехе поймёт, что это запах огнеопасного газа, скопившегося в зале. Газ рассеивается, не доходя до других зон подземелья. Культисты Мёртвой Троицы гасят факелы, когда проходят через эту зону.\n\nЕсли внести зажжённый факел или любое другое открытое пламя в этот зал, произойдёт взрыв. Суще ства, полностью погружённые в воду, не получат урона, остальным же в помещении нужно пройти **испытание Ловкости со СЛ15**, при провале они получат 14 ([[/r 4d16]]) урона огнём, при успехе — половину этого урона. Все деревян ные балки, поддерживающие потолок, сломаются при взрыве, отчего потолок может рухнуть (см. \"Особенно сти подземелья\" в зоне П5). Взрыв также выжжет весь газ, который снова накопится и станет опасным только через 24 часа. \n\n#### П19. Полуобвалившийся склеп\n\nБольшая часть помещения обвалилась, и обломки практически погребли каменный саркофаг, который давным-давно разграблен. Тут не осталось ничего интересного. \n\n#### П20. Полуразграбленный склеп \n\nУ задней стены этого пыльного склепа стоит открытый саркофаг, его тяжёлая каменная крышка валяется на боку между саркофагом и южной стеной. На северной стороне саркофага потускневшая фреска изображает, как всадники с копьями скачут по золотым полям. \n\n***Сокровища***. Поверхностный осмотр саркофага ничего не даст — в нём только прах и пара человеческих костей. Но персонаж, который тщательно его обыщет, обнару жит, что у саркофага двойное дно из дюймового слоя гипса. Если пробить гипс, откроется углубление, в ко тором человеческая мумия плавает в неглубокой луже красного раствора. Два лунных камня (по 50 зм каждый) вставлены в глазницы мумии, а сумка бобов вставлена вместо её сердца. Чтобы обнаружить сумку, персонажи должны целенаправленно вскрыть грудь мумии. Сама мумия неживая и не возражает против грабежа. \n\n#### П21. Склеп зомби\n\nПрислушавшись у двери в эту комнату, персонажи расслышат сдавленные стоны гуманоидов. Опишите игрокам эту зону так: \n\n>Шестеро стонущих людей бродят по этому пыльному склепу, их плоть гниёт, от них пахнет могилой. У задней стены стоит открытый каменный саркофаг, его расколотая на куски крышка валяется вокруг него на полу. \n\nХодячие трупы — это шесть **@UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби/Zombie}зомби**, которые созданы Фленнис (см. зону П13) из останков жертв, убитых культистами Мёртвой Троицы. Зомби подчиняются только создательнице и атакуют всех остальных, даже других культистов. На северной стенке саркофага вырезаны жуткие изо бражения людей-каннибалов. Саркофаг разграбили дав ным-давно, и поиски внутри него позволят найти лишь человеческий череп без нижней челюсти и пару обломков костей. \n\n#### П22. Пыточная \n\nТут последователи Бейна пытают и допрашивают плен ников. Опишите это помещение игрокам так: \n\n>Стены и пол покрыты потёками и брызгами засохшей крови. На восточной и южной стенах подвешены два прикованных тела: пожилой мужчина-человек и девушкатифлинг. Оба покрыты кровоточащими ранами и не дви гаются. Посреди комнаты стоит прочный деревянный стул, на котором висит окровавленный кнут. Рядом на полу стоит полупустое ведёрко с солью. \n\nПоследователи Бейна втирают соль в раны пленников, чтобы усилить их мучения. У железного консула Йигната (см. зону П12) есть ключи от кандалов, у которых КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Персонаж, у которого есть инструменты вора, также может взломать кандалы, успешно пройдя **проверку Ловкости со СЛ 15**. \n\nМужчина мёртв. Его звали Эффинакс Зальбор, он водил караваны для патриарской семьи Джассо, владеющей до лей в торговой компании в Западных Землях (см. зону П12). \n\nУ женщины-тифлинга 0 ПЗ, она без сознания, но стабилизирована. Это Вендетта Кресс, она нейтральная, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**, говорит на всеобщем и дьявольском. У неё устойчивость к урону огнём и ночное зрение на рассто янии до 6о футов. Вендетта продавала вино и крепкие напитки, работая на патриарскую семью Оатун из Врат Балдура. На неё напали в Нижнем Городе, лишили со знания и затащили сюда, чтобы помучить. Надопросе она выдала захватчикам сведения об Оатунах и их ох ране. Она также видела допрос и смерть Эффинакса, из которого выбивали сведения о семействе Джассо. \n\nЕсли Вендетту освободить, она останется с персона жами, пока не представится случай сбежать. Но перед этим она поделится со спасителями некоторыми све дениями. Во время плена она иногда слышала скрежет открытия и закрытия тяжёлой каменной двери, а также плеск шагов по воде. Звуки доносились с севера. Эти све дения подскажут персонажам поискать потайную дверь в этом направлении (см. зону П23). \n\nЕсли Вендетта переживёт приключения в подземелье, она расскажет о невероятном спасении множеству зна комых во Вратах Балдура, в том числе почти каждому городскому трактирщику. \n\n#### П23. Потайная дверь и часовой \n\nВ северной стене этого затопленного тоннеля есть потайная дверь, которая открывается в зону П27 В воде к югу от потайной двери стоит мужчина с факелом — **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна** (параметры см. на стр. 236), который следит за за падной лестницей. В первый свой ход после того, как он заметит персонажей, часовой отступит к зоне П25 и будет стучать по двери, чтобы разбудить других культистов, и кричать изо всех сил: \"Чужаки!\", чтобы предупредить обитательницу зоны П26.\n\n#### П24. Приют Миркула \n\nЭтот разграбленный склеп последователи Миркула ис пользуют как место отдыха. Опишите его игрокам так: \n\n>Этот склеп освещают четы ре потрескивающих факела в держателях на стенах. Середину склепа занимает открытый каменный саркофаг. На нём нет никакихукрашений и над писей, но он полон черепов и костей гуманоидов. На полу вокруг саркофагалежат шесть пыльных спальных мешков. \n\nПоследователи Миркула набили саркофаг черепами и костями, собранными по всему подземелью, соорудив из него своеобразный алтарь Владыке Костей. \n\n#### П25. Приют Бейна \n\nУ стен этого разграбленного и полуобвалившегося склепа спят четверо **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}** (параметры см. на стр. 236). Все одеты в броню и держат оружие под рукой. Если их разбудит шум или часовой из зоны П23, они схватят оружие и быстро подготовятся к отражению любого нападения. \n\nПомещение освещают два чадящих факела в держате лях на северной и западной стенах. Каменный саркофаг в центре комнаты пуст, его крышка наполовину погре бена под обломками на полу за ним. \n\n#### П26. Приют Баала \n\nЗачитайте или перескажите следующий текст, когда персонажи впервые войдут в эту зону: \n\n>Четыре мерцающих факела в держателях на стенах освещают этот полуобвалившийся склеп. Открытый саркофаг в центре до краёв наполнен кровью, струйки которой стекают по сторонам и образуют лужи на полу. Крышка саркофага наполовину погребена под обломками за ним. \n\nКультисты Баала любят купаться в человеческой крови, которой наполнили саркофаг. Женщина (**@UUID[Compendium.sc-creatures.sc-creatures.Actor.SlipaB3X8mXCC1E6]{Жнец Баала/Reaper of Bhaal}**, па раметры см. на стр. 237) прячется за саркофагом, покрытая кровью с головы до ног. При первом появлении чужаков она сотворит на себя заклинание ***@UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{Изменение облика/Disguise Self}*** и превратится в старушку по имени Небра. В этом облике она представится цветочницей, которую схватили культисты Мёртвой Троицы и сделали рабыней в подземелье. Если персонажи купятся и заберут Небру с собой, она пока жет им потайную дверь (в зоне П23) и попробует отвести их в зону П29, где надеется найти подкрепление. Едва она заведёт персонажей в помещение, где много других культистов, она сбросит маскировку и атакует. Она также атакует, если заклинание кончится раньше. \n\n#### П27. Эхо БОЯ \n\nЭтот затопленный коридор шириной 10 футов укреп лён через равные промежутки деревянными балками. Огарки факелов плавают в мутной воде. Там, где тоннель сворачивает на запад к зоне П29, персонажи услышат отзвуки схватки, идущей в этой зоне. \n\n#### П28. Старый погреб \n\nЭто затопленное помещение когда-то было погребом, а обвалившийся восточный коридор — началом лестницы, которая прежде вела в жилой дом в городе. Под мутной водой скрыты четыре оживших человеческих **@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}**, которые встанут и атакуют любого, кто пройдёт по комнате. \n\n#### П29. Мортлок Вантампур \n\nЗвуки боя усиливаются по мере того, как персонажи приближаются сюда. Опишите игрокам сцену так: \n\n>\"Коридор выводит в затопленный зал, из которого ступени, вытесанные в камне, ведут на юг, север и северо-восток. В середине зала пол поднимается выше уровня воды, образуя островок. Вокруг островка плавают трупы и огарки факелов, а на нём кружат двое мужчин с обнажённым оружием. Один из них — здоровенный громила без брони со шрамами на лице и с дубиной — возвышается над противником, но явно тяжело ранен. Мужчина пониже мускулист и обнажён до пояса. Он сжимает окровавленный кинжал в одной руке, а факел в другой. Его голый череп не покрывает даже кожа. \n\nЗдоровяк с дубиной — 29-летний **@UUID[Compendium.sc-creatures.sc-creatures.Actor.3n7han8c6pFBUZzC]{Мортлок Вантампур}** (параметры см. на стр. 26), у него осталось 30 ПЗ. Его противник — ещё не раненный **@UUID[Compendium.sc-creatures.sc-creatures.Actor.VYoDudLLIdAIZoWp]{Глава смерти Баала/Death's Head of Bhaal}** (параметры см. на стр. 237) по имени Вааз. Ещё четверо культи стов Мёртвой Троицы убиты и лежат в воде — Мортлок размозжил им черепа. \n\nГерцогиня Таламра Вантампур, мать Мортлока, терпит его, но старшие братья Тёрствелл и Амрик его ненавидят, считая болваном и выродком. Половину лица Мортлока ещё в детстве изуродовал ожог, и это уродство придало ему жуткий облик. Мать отправила его в подземелье под банями, чтобы помогать культистам координиро вать нападения по всему городу. Когда стало ясно, что культисты могут справиться и без Мортлока, Тёрствелл и Амрик втайне от матери сговорились с несколькими культистами Баала, чтобы те убили Мортлока. \n\nМортлок и Вааз прекратят схватку при появлении персонажей. Приняв их за пособников Мортлока, Вааз от ступит из боя в свой следующий ход и убежит в зону П33, где будет обороняться насмерть. Факел Вааз прихватит с собой. Мортлок не будет его преследовать, а попробует заключить союз с персонажами. Если те договорятся с Мортлоком, он выдаст им такие сведения в обмен на обещание, что его отпустят:\n\n* \"Меня предали! Эти убийцы сговорились с моими братцами прикончить меня. Если б вы не пришли, я был бы уже мёртв. Вы спасли мне жизнь!\"\n* \"Наша семья платит культистам, чтобы те резали на род по всему городу. Это всё задумано, чтобы доказать, что Пламенный Кулак не справляется с работой. Если город перестанет им платить, Пламенному Кулаку не зачем будет оставаться во Вратах Балдура. Они свалят, и никто уже не помешает моей мамаше стать верхов ной герцогиней. А если у неё всё получится, с Вратами Балдура устроят то же, что с Эльтурелем, — затянут в Девять Преисподних\". \n* \"Мамаша моя — одна из трёх оставшихся членов Со вета Четырёх, который правит Вратами Балдура. Это она устроила так, чтобы Ульдер Рейвенгард поехал в Эльтурель на встречу с высшим наблюдателем Тейвиусом Кригом. Теперь без Рейвенгарда Пламенный Кулак обезглавлен и уязвим\". \n* \"Культистам регулярно платит мой братец Амрик. Он ростовщик, даёт ссуды в таверне \"Низкий фонарь\". Мамаша меня не шибко жалует, а вот в Амрике души не чает. Он всегда был маменькин любимчик\". \n* \"Старший из моих братьев, Тёрствелл, использует бесов, они для него шпионят по всему городу. И за ба нями он тоже присматривает—думаю, он уже знает, что вы тут. Но он у нас хиляк и почти не выходит из мамашиного особняка\". \n* \"Раз уж вы сюда добрались, значит, перебили почти всех вожаков культа Мёртвой Троицы. А без них культ распадётся. Тут неподалёку культисты сокровища прячут\". (Мортлок укажет в сторону зоны П30.) \n\nЕсли персонажи его отпустят, Мортлок спрячется в городе, пока не сможет купить место на судне и покинуть Врата Балдура. Возвращаться он не намерен. \n\nМортлок ужасно боится столкнуться со своей мамашей или братьями. Однако при успешной **проверке Харизмы (Убеждение) со СЛ 14** его можно убедить, чтобы он помог персонажам схватить или убить Амрика в \"Низком фонаре\" (см. стр. 28). После этого Мортлок покинет город как можно быстрее, чтобы избежать гнева матери. \n\n#### П30. Украденные сокровища \n\nТиамат Короткий лестничный пролёт ведёт наверх в круглую комнату, в центре которой стоят четыре деревянных сундука с навесными замками. Замки заперты, но пер сонажи могут забрать ключи у железного консула в зоне П12. Персонаж также может взломать замки инструмен тами вора, успешно пройдя **проверку Ловкости со СЛ 15**. \n\n***Сокровища***. Каждый сундук весит 25 фунтов, когда пуст. Во всех четырёх сложены сокровища, украденные у Тиамат на Авернусе. Сокровище принесли во Врата Балдура дьяволы, служащие Зариэли, а Амрик Вантам пур по приказу матери передал их культистам Мёртвой Троицы. Содержимое каждого сундука описано далее. \n\nВ первом сундуке — 4 500 мм и два красных хрусталь ных пузырька с золотыми пробками (по 25 зм каждый). В каждом пузырьке — зелье огненного дыхания. Вместе с монетами и пузырьками сундук весит 70 фунтов. \n\nВо втором сундуке — 10 глазковых агатов (по 10 зм каждый) среди 1250 см. Вместе с монетами и самоцве тами сундук весит 37 фунтов. \n\nВ третьем сундуке — изящная фарфоровая маска дракона (25 зм) поверх 2 400 мм и 500 см. Вместе с монетами сундук весит 55 фунтов. Маска весит 1 фунт. \n\nВ четвёртом сундуке — бронзовая корона с пятью зубцами (250 зм). Каждый зубец имеет форму и окрас одного из пяти видов цветных драконов (белый, зелёный, крас ный, синий, чёрный). Корона весит 2,5 фунта. \n\n#### П31. Факелы \n\nВ этой нише стоит деревянный ящик, больше в ней ничего нет. В ящике может уместиться до шестидесяти факелов, но сейчас они почти кончились, факелов осталось только пять. \n\n#### П32. Краденое добро \n\nПо комнате расставлены девять деревянных ящиков. Между них шныряет шесть безобидных крыс, вроде той, что герои встретили в зоне П14. \n\n***Сокровища***. Шесть ящиков пусты, не считая соломен ной подстилки. В трёх остальных хранится награблен ное, которое культисты ещё не поделили, в том числе сухие пайки на ю дней, сумка с двадцатью шипами\"чесноком\", три склянки алхимического огня, шесть пар кандалов, четыре огнива, девять кинжалов и четыре зелья исцеления в стеклянных пузырьках. \n\n#### П33. Святилище Мёртвой Троицы \n\nЕсли Вааз сбежал из зоны П29, он стоит тут перед ста туями в западной части зала, а на полу у его ног тлеет факел. Опишите помещение игрокам так: \n\n>Огарки факелов усеивают пол этого зала. Его западную часть занимаюттри шестифутовые раскрашенные деревянные статуи. Каждая статуя стоит на двухфутовом постаменте из красного камня, из-за чего кажется выше и страшнее. \n\n>Центральная статуя изображает мужчину в латах, чьё лицо скрыто жутким забралом шлема. Он весь выкрашен красным, кроме правой латной рукавицы — она чёрная. В этой рукавице он сжимает кроваво-красное копьё, нацеленное вверх. Статуя на севере изображает благородного мужчину в лиловой мантии и маске арлекина, который держит за спиной кинжал. Статуя на юге изображает скелет в чёрной мантии, его челюсти открыты, а костяные руки вытянуты вперёд. \n\nКультисты собираются в этом зале, чтобы планировать нападения в городе. Эти встречи часто кончаются сва рами; впрочем, обычно культисты Баала и Миркула следуют планам последователей Бейна, умеющих мыслить стратегически. Каждая статуя — из цельного дерева и весит 150 фун тов. Статую можно свалить с постамента, успешно пройдя **проверку Силы (Атлетика) со СЛ 10**. \n\n**Статуя Бейна**. Статуя мужчины в броне изображает Бейна. Копьё у него настоящее, но немагическое. Когда любой гуманоид впервые окажется в пределах 5 футов от статуи, он должен пройти **испытание Харизмы со СЛ 12**, при провале он опустится на колени. Пока существо стоит на коленях перед статуей, оно не может ни двигаться, ни совершать действия или ответные действия. Существо может повторять испытание в конце каждого своего хода, при успехе эффект для него прекращается. \n\n**Статуя Баала**. Маска арлекина — отдельный предмет, который можно снять со статуи. Под маской обнажится жуткое лицо Баала, похожее на череп. \n\n**Статуя Миркула**. Любой, кто осквернит эту статую, будет проклят Владыкой Костей. Пока проклятие не снимут заклинанием ***снятие проклятия*** или подобной магией, осквернитель не получает пользы от магического исцеления. \n\n### Внезапно! Драконьи культисты!\n\nЕсли персонажи очистят подземелье от культистов Бейна, Баала и Миркула, все оставшиеся последователи Мёртвой Троицы будут избегать подземелья и бань, едва поймут, что тут больше не безопасно. \n\nКогда персонажи выйдут из подземелья и бань, их ждёт последняя сцена во дворе (зоне П1). Зачитайте или перескажите следующий текст, чтобы начать сцену: \n\n>Едва вы вышли из бань, с ограды двора спрыгивают пять фигур и преграждают вам путь. Они одеты в чёрную кожаную броню, странные маски и плащи, придающие им отдалённое сходство с драконами. Все пятеро размахивают кривыми стальными клинками, похожими надраконьи когти. \n\nЭти люди — четыре **@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{Культист/Cultist}** Тиамат и их вожак — **@UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{Фанатик культа/Cult Fanatic}**, мужчина по имени Ультисс. Этих хаотичных злых последователей Тиамат прислал Аркон Жестокий (см. главу з) вернуть сокровища, украденные у драконьей королевы на Авернусе лазутчиками Зариэли. Благодаря этим сокровищам герцогиня Вантампур и её сыновья купили верность последователей Мёртвой Троицы. \n\nКультистов привели сюда видения, посланные Тиамат, и они точно знают, когда находятся в пределах 1 ооо фу тов от краденых сокровищ. Если персонажи взяли хоть часть сокровищ из зоны П30, культисты атакуют их, чтобы вернуть своё. В ином случае культисты потребуют, чтобы персонажи не путались под ногами и не лезли в их дела. Добыв украденные сокровища королевы драконов, культисты намерены выследить и убить Вантампуров и всех остальных во Вратах Балдура, кого считают шпи онами Зариэли. Те из культистов, кто переживёт эту сцену, могут появиться позже, чтобы помочь или поме шать персонажам, если вы так решите. \n\nЕсли невидимый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp}** присутствует в зоне П1, когда персонажи столкнутся с культистами Тиамат, он бесшумно проследит за событиями и доложит Тёрствеллу Вантампуру, вернувшись на виллу. \n\n### Куда дальше? \n\nПоняв, что старшие братья сговорились убить его, Мортлок Вантампур станет уговаривать персонажей схватить или убить Амрика в портовой таверне \"Низкий фонарь\". Сюжет приключения предполагает, что персонажи сразу же отправятся туда. Если персонажам нужен дополни тельный мотив для охоты за Амриком, Мортлок заверит их, что мать очень ценит безопасность Амрика и пойдёт на переговоры, если персонажи схватят его. Он намек нёт, что глупо бороться с герцогиней Врат Балдура, не имея подобного преимущества. Если же персонажи решат сразу штурмовать виллу Вантампуров, переходите к разделу \"Вилла Вантампуров\" (стр. 32). \n\nОчистив подземелье Мёртвой Троицы, персонажи должны получить 3-й уровень, прежде чем отправляться в \"Низкий фонарь\" или на виллу Вантампуров.\n\n## (ур.3) «Низкий фонарь»\n\nПерсонажи встречаются ещё с одним сыном гер цогини Вантампур в портовой таверне «Низкий фонарь». Там же они находят беглую Всадницу Преисподней — Рею Ментелморн.\n\n---\n\n«Низкий фонарь» — обветшалое трёхмачтовое торговое судно, стоящее на якоре в восточной части гавани. Оно уже давно непригодно для выхода в море, так что его превратили в плавучую таверну и игорный дом, откры тый круглые сутки. Игра в «Кости Балдура» тут не менее популярна, чем в прочих тавернах города (см. врезку «Таверны во Вратах Балдура», стр. 16).\n\n> #### Другие сцены с Мёртвой Троицей \n\n>Очистив подземелье Мёртвой Троицы, герои могут встретить культистов Бейна, Баала или Миркула в других частях Врат Балдура. Эти злодеи (см. приложение Г) обычно действуют смешанными группами последователей трёх богов. Вот несколько подходящих сцен для группы из четырёх-пяти персонажей с з-го по 5-й уровни: \n\n>***Отряд похитителей (для персонажей з-гоуровня)***. Четверо **кулаков Бейна**, три **ночных клинка** и два **некромайта Миркула** пытаются схватить кого-то из горожан ради пыток или выкупа. \n\n>***Отряд убийц (для персонажей 4-гоуровня)***. **Железный консул** и два охраняющих его **кулака Бейна** используют трёх **ночных клинков** как разведчиков и убийц, чтобы нападать на случайных прохожих. **Черепоббец Миркула** оказывает магическую поддержку, творя заклинание тьма, чтобы запутать врагов и облегчить отступление. \n\n>***Отряд мстителей (для персонажей 5-го уровня)***. **Чёрная рукавица Бейна** придёт за персонажами вместе с двумя **жнецами Баала** и **мастером душ**, управляющим отрядом нежити из **шести скелетов** или четырёх **зомби**.\n\n### О таверне \n\nМестоположение «Низкого фонаря» отмечено на карте 1.1 (стр. 13), а на карте 1.4 показан его внутренний план. Опишите таверну игрокам так: \n\n>Туман скрывает «Низкий фонарь», пока вы не подойдёте на сотню футов, и лишьтогда вы видите его высокие мачты и скрипучий корпус. На судне, превращённом в плавучую таверну, есть снасти, но нет парусов, и оно приковано к причалу толстыми цепями. Деревянный трап ведёте причала на главную палубу. Фонарь на носу горит призрачным зелёным светом, показывая, что таверна открыта. \n\nДнём в «Низком фонаре» тихо, лишь несколько завсег датаев выпивает и играет на нижней палубе. Заведение оживает по ночам — оно популярно как место тайных встреч среди наименее законопослушных жителей го рода вроде пиратов и наёмников Пламенного Кулака после службы. \n\nВладеет таверной Ларейлра Тандрет, человеческая женщина средних лет, **маг**. Завсегдатаи и сотрудники зовут её Капитаном. Ларейлра нейтральная, она не ин тересуется личными делами клиентов и не вмешивается, когда те устраивают потасовки, — главное, чтобы они потом заплатили за ущерб. На публике Ларейлра часто появляется с крабом-фамильяром на плече. С рассвета до полудня она отдыхает у себя в каюте (зона Ф4) — ест, спит и читает книгу заклинаний. \n\nВ «Низком фонаре» подают выпивку и лёгкие закуски, а не полноценные обеды. В таверне постоянно дежурят по два бармена-**кенку** и по шесть вышибал (люди-**головорезы**). Персонал работает сменами по восемь часов: одна смена приходит, другая уходит. \n\n### Завсегдатаи таверны \n\nВ «Низкий фонарь» ходят самые бедные горожане, иностранные купцы и матросы, у которых ещё остались деньги. К приходу персонажей среди завсегдатаев есть такие: \n\n* Гримбут (принципиальный злой **двергар**), грубый ко соглазый костолом, выбивающий долги для местной гильдии воров. \n* Хитоси Джейд (нейтральный человек, **простолюдин**), подвыпивший моряк с торгового судна «Золотая чайка», принадлежащего патриарской семье Ирлентри. \n* Джорунн Найбери (нейтральный человек, **простолюдин**), скромный конезаводчик, работает на патриар- скую семью Бельт, но много задолжал, проигравшись. \n* Скадрик Салакар (нейтральный злой человек, **ветеран**), ленивый солдат Пламенного Кулака, его отстра нили от службы без оплаты на десятидневку за нару шение служебного долга. \n* Принн Дикосвист (принципиальный нейтральный крепкосердечный полурослик, **простолюдин**), чистильщик судов, который носит очки и любит напевать матросские песенки. \n* Эйрит и Бельдан (хаотичные добрые **дроу**), неуклюжие близнецы, которые везде ходят вместе. Они покинули Подземье в поисках приключений на поверхности. \n\nАмрик Вантампур ведёт свои дела в «Низком фонаре» с согласия Ларейлры. Если персонажи спросят про него, их направят в зону Ф6. \n\n### Зоны таверны\n\nЭти места отмечены на карте 1.4. \n\n#### Ф1. Главная палуба Опишите игрокам эту зону так: \n\n>Деревянные лестницы с главной палубы судна ведут наверх на полуют и полубак и вниз, вглубь корабля. Деревянная решётка со стёклами, запертая на навесной замок, пропускает свет на нижнюю палубу. Там и находится сама таверна—её видно сквозь стёкла решётки. На палубе валяются четыре дохлые чайки, а из «вороньего гнезда» на увитой снастями мачте с высоты сорок футов на вас каркают два настоящих ворона. \n\nЭти два ворона — **бесы**, сменившие форму. С их помо щью Тёрствелл Вантампур (см. стр. 34) присматривает за братом Амриком. Бесы обожают почём зря убивать пролетающих чаек, а работники таверны никак не могут понять, откуда берётся столько птичьих трупов. Изу чив труп чайки и успешно пройдя проверку Мудрости (Медицина) со СЛ 13, персонаж поймёт, что чаек зако лоли жалом. Если бесы заметят, что Амрик покидает судно, они проследят, чтобы его не преследовали. \n\nЕсли они поймут, что Амрик в опасности, они спустятся и атакуют того, кто ему угрожает. В остальное время бесы будут избегать боя и делаться невидимыми, чтобы их не схватили и не убили. \n\n#### Ф2. Полубак \n\nНа этой части палубы валяются ещё [[/r 1d4]] дохлые чайки (пояснения см. в зоне Ф1). На бушприте висит фонарь с зелёными стёклами, указывающий, что таверна от крыта. Ежедневно в полдень работник таверны забира ется на бушприт, чтобы погасить фонарь, заправить его маслом и снова зажечь. \n\nВ тёплые ясные ночи Ларейлра выносит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли выпить и сыграть при свете звёзд. \n\n#### Ф3. Полуют \n\nНи штурвала, ни румпеля нет, на их местах остались только дырки. Как и в зоне Ф2, в хорошую погоду Ларейлра иногда ставит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли попировать под открытым небом. \n\n#### Ф4. Каюта Ларейлры \n\nЗамок на каюте Ларейлры проржавел настолько, что уже не запирается, а она всё никак его не поменяет, так что каюта не заперта. Один из вышибал в зоне Ф5 присма тривает за дверью и осадит любого, кроме Ларейлры, кто сунет туда нос. Опишите каюту игрокам так: \n\n> Каюта полна разнородной деревянной мебели: кровать со столбиками в форме русалок, прикроватный столик, платяной шкаф, письменный стол, кресло, накрытое мехами, и небольшой обеденный столик, окружённый четырьмя простыми стульями. В изножье кровати стоит изукрашенный морской сундуке навесным замком. \n\nКлюч от сундука Ларейлра хранит в ближайшем стол бике кровати: его набалдашник отвинчивается, а внутри тайник, где спрятан ключ. Замок сундука также можно взломать, успешно пройдя **проверку Ловкости со СЛ 20** с использованием инструментов вора. Помимо предметов, описанных в разделе «Сокровища», в сундуке есть четыре летающих кинжала, которые атакуют любого, кроме Ларейлры, кто откроет сундук. Используйте для кинжалов параметры **летающих мечей**, но с такими изменениями: \n* Каждый кинжал — маленькая конструкция с 7 (3d4) ПЗ и классом опасности 1/2 (25 ПО). \n* Каждый кинжал наносит 3 ([[/r 1d4+1]]) колющего урона при попадании. \n\n***Сокровища***. В сундуке хранится пара хороших сапог, бутылка с изысканным вином (10 зм), пачка писем от анонимного поклонника и книга заклинаний Ларейлры, где записаны все её подготовленные заклинания, а также волшебное оружие, опознание, полиглот, порыв ветра, послание и сон. \n\n#### Ф5. Бар и игорный зал \n\nСамая людная и шумная часть судна. Тут пахнет по том, дешёвым элем, гниющей древесиной и засохшей рвотой. Трое вышибал (**головорезы**) стоят так, чтобы видеть всё происходящее. Если Ларейлра не у себя в каюте (зона Ф4), она сидит у южного конца барной стойки с крабом-фамильяром на плече. Новых клиентов Ларейлра приветствует заученной речью: \n\n>«Добро пожаловать! Меня зовут Ларейлра Тандрет, но народ тут зовёт меня Капитаном. Если хотите выпить или сыграть, вы пришли в подходящее место. Только будьте осторожны, тут случаются заварушки».\n\nИспользуйте раздел «Завсегдатаи таверны» при необходимости, чтобы описать обитателей таверны. Тут всегда найдётся желающий сыграть в «Кости Балдура». \n\nТаверну освещают подвешенные масляные фонари и естественный свет, проникающий через застеклённую решётку и грязные иллюминаторы. Каждый иллюминатор диаметром в 1.5 фута и заперт изнутри на ржавую щеколду. \n\n#### Ф6. Салон таверны \n\nСалон занимает целую палубу и освещён масляными фонарями, свисающими с потолка высотой 8 футов на футовых цепях. На палубе нет окон, но есть бар, диваны, кофейные столики и столы, за которыми клиенты могут общаться и играть. Трое вышибал (**головорезы**) стоят в салоне так, чтобы их было видно. \n\nАмрик Вантампур (см. параметры во врезке) превра тил пару диванов и кофейный столик у кормовой стены в своё рабочее место. Зная, что многие завсегдатаи таверны — неудачливые игроки, которые вечно залезают в долги, он открыл тут ростовщическую контору. В обмен на занимаемое помещение Амрик оплачивает вино, которое доставляют в «Низкий фонарь», благодаря чему предприятие Ларейлры окупается. \n\n33-летний Амрик сидит один на диване у правого борта, положив ноги на стол и осматривая салон. Диван у левого борта свободен — он для клиентов. У Амрика два телохранителя. Кашарра, **игольчатый дьявол**, сидит наспинке дивана Амрика. Валтус, принципиальный злой человек-**головорез** с сонными глазами и собран ными в хвост рыжими волосами, сидит у ближайшего конца барной стойки. Валтус держит при себе мешочек со 150 зм, из которых Амрик даёт ссуды клиентам. Если Амрик решит, что его жизнь в опасности, он взорвёт по тайную дымовую бомбу и отступит наверх по лестнице, оставив телохранителей прикрывать побег. \n\nАмрик обожает выпить и обменяться любезностями, прежде чем перейти к делу. Персонал Ларейлры он вы муштровал так, что они по малейшему жесту понимают, когда поднести напитки. Если он хочет, чтобы выпивку отравили, у него и на это есть тайный знак. Под барной стойкой спрятана бутылочка с четырьмя дозами ступора (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руководства мастера подземелий»]), с помощью которой бармен-кенку может отравить напитки по сигналу Амрика. \n\n#### Ф7. Гостевая каюта \n\nЭта каюта сейчас не занята. Из мебели тут есть кровать, платяной шкаф, пустой письменный стол и стул. Масляный фонарь висит на ржавом крюке, привинченном к мачте. \n\nЗамок на двери в каюту проржавел и бесполезен, но стулом можно подпереть ручку двери так, чтобы она не открывалась. В таком случае, чтобы открыть дверь, понадобится успешно пройти проверку **Силы (Атлетика) со СЛ 13** и наделать много шуму. \n\n#### Ф8. Спальни \n\nЭта часть судна находится ниже уровня воды, и тут вечно бывают течи. Лужи воды скапливаются в изгибах пола, всё кругом воняет рвотой и мочой. \n\nВ четырёх нишах стоят дешёвые койки, где пьяницы могут проспаться. В носу висят четыре гамака для тех же целей. В любое время [[/r 1d4]] **простолюдина** спят (пребывают без сознания) в этой зоне после бурной ночи. Если персонажи решат обчистить их, у каждого есть по ко шельку с [[/r 1d6]] см и [[/r 2d6]] мм. \n\n### Общение с Амриком \n\nЕсли персонажи не атакуют его сразу, Амрик решит, что им нужна ссуда. Он с радостью предоставит ссуду в пределах 150 зм (столько сейчас носит его телохранитель Валтус). Условия Амрика просты: возврат долга через десяти дневку с доплатой 25%. Амрик — член влиятельной семьи Вантампур, у него хватает приспешников, чтобы выбить долг из любого, кто откажется платить, а влияние его семейства простирается далеко за пределы Врат Балдура. \n\nПерсонажи могут взять ссуду с намерением выплатить её или обмануть. Если персонажи решат надуть Амрика, им надо пройти **проверку Харизмы (Обман) в состязании с Мудростью (Проницательность) Амрика**, как описано в главе 7 Player’s Handbook («Книги игрока»). Персонажи могут расспросить Амрика, чтобы выудить сведения, но Амрик — опытный лжец, который ни за что не выдаст себя или члена семьи, которого боится, вроде матери и старшего брата. Если персонажи упомянут Мортлока, Амрик заявит, что этот «уродливый громила» якшается с худшими отбросами Врат Балдура и позорит семью. Очевидно, что Амрик не выносит Мортлока, но ни за что не признается, что планировал убийство брата. Если персонажи обвинят его в этом, Амрик скажет, что во всём виновен сам Мортлок. Если это не сработает, он прикроется именем и репутацией матери, надеясь, что персонажи дважды подумают, прежде чем оскорбить или ранить любимого сына герцогини Таламры Вантампур. \n\nАмрик никогда не дерётся насмерть и сдастся, если не сможет победить, уговорить или сбежать от опасного противника. Если персонажи победят телохранителей Амрика и возьмут его в плен, он сделает всё, что ему велят, пока не представится случай сбежать. Персонал «Низкого фонаря» вмешиваться не станет. \n\nЕсли персонажи убьют Амрика на борту «Низкого фонаря», Ларейлра предупредит их, что это навлечёт гнев герцогини Таламры Вантампур. Она посоветует им немедленно сбежать из Врат Балдура, прежде чем их отправят на корм рыбам. \n\n### Рея Ментелморн \n\nПрежде чем персонажи уйдут из «Низкого фонаря», их поприветствует новый посетитель. Зачитайте следующий текст игрокам: \n\n>К вам подходит фигура в плаще, лязгая доспехами при каждом шаге. Рука в перчатке покоится на эфесе длинного меча. Другая рука приподнимает капюшон, открывая лицо молодой девушки со смуглой кожей, рыжими волосами и пронзительным взглядом. \n\nФигура в плаще — Рея Ментелморн (принципиальная добрая, человек, Всадница Преисподней; используйте параметры **ветерана**). Рея говорит на всеобщем. \n\nРея родилась в Турмише и в двенадцать лет уехала в священный город Эльтурель, чтобы обучаться как Всад ник Преисподней. Она верная служительница Торма и всегда готова пожертвовать собой ради общего блага. \n\n#### Рассказ Реи \n\nРея тренировалась в нескольких милях к северу от Эльтуреля, когда город исчез. Она не поверила своим глазам, но свет Спутника погас и он почернел, а город, казалось, рухнул и провалился за горизонт — это жуткое зрелище Рея теперь не может забыть. Она вернулась в Эльту рель, но обнаружила на месте города только кратер. Ей пришлось отвести группу перепуганных беженцев на запад, во Врата Балдура. Прежде чем Пламенный Кулак закрыл городские ворота. Рея и несколько её товарищей успели проникнуть за стены, но не ушли далеко — их остановили солдаты Пламенного Кулака. Беженцы раз бежались, а Рею зажал в угол головорез из Пламенного Кулака. Ей удалось ранить солдата мечом, сбежать в пе реулок и стянуть у кого-то плащ, чтобы скрыть броню и оружие. С тех пор она в бегах и в розыске. \n\nРея во Вратах Балдура недавно, но быстро поняла, что город — сточная канава, где все продажны, а смерть караулит в тумане за каждым углом. Она изучает слухи, что Тейвиус Криг, высший наблюдатель Эльтуреля, тоже в городе. Рея не нашла тому подтверждений, но ходят слухи, что Крига видели в сопровождении четырёх стражников, работающих на Вантампуров. Поместье Вантампуров находится в Верхнем Городе, куда она по пасть не может, но Рея выяснила, что Амрик Вантампур ведёт дела в «Низком фонаре». Она намерена расспро сить его насчёт этих слухов. \n\nРея не подозревает о предательстве Тейвиуса Крига. Она просто хочет получить ответ, что случилось с Эль- турелем. Если город возможно спасти, Рея пойдёт ради этого на всё. А вот судьба Врат Балдура её мало волнует. «Надеюсь, их сожрут крысы», — ворчит она. \n\nЕсли персонажи покажутся Рее доблестными и честными, они сразу ей понравятся. Осознав, что у них схожие цели, она предложит им вместе отправиться на виллу Вантампуров. \n\nЕсли персонажи раскроют, что служат Пламенному Кулаку, Рея в панике выхватит длинный меч, готовясь защищаться. Персонажи могут успокоить её, сказав, что не намерены её арестовывать. Чтобы загладить недоразумение, Рея признает, что Пламенный Кулак разыскивает её из-за «неприятного инцидента», в котором почти нет её вины. \n\n#### Если Рея вступит в группу \n\nРея готова присоединиться к искателям приключений, если ей позволят. У неё нет друзей во Вратах Балдура, и она не может без посторонней помощи попасть на виллу Вантампуров в хорошо охраняемом Верхнем Городе. Она всеми силами будет содействовать группе, пока действия и решения персонажей помогают ей подобраться к истине о том, что случилось с Эльтурелем. Выяснив судьбу города, Рея пойдёт на всё, чтобы вытащить его из Девяти Преисподних. \n\nКак персонаж мастера, Рея находится под его контролем. Но если вас утомит играть за неё, можете отдать Рею одному из игроков как второго персонажа. Можно дать согласному на это игроку копию блока параметров **ветерана** из Monster Manual («Энциклопедии чудовищ»).\n\n\n## (ур.3) Вилла Вантампуров\n\nПолучив доказательства, что герцогиня Вантам пур — прямая и явная угроза Вратам Балдура, ге рои берут штурмом её виллу и отнимают дьяволь скую коробку с секретом у последнего её сына.\n\n---\n\nВилла Вантампуров находится в Верхнем Городе, где живут богатейшие горожане и постоянно ходят патрули Стражи. Местоположение виллы отмечено на карте 1.1 (стр. 13), а на карте 1.5 показан её внутренний план. Вилла связана с комплексом подземелий и канализации, показанным на карте 1.6 (стр. 37). \n\nПерсонажи могут отправиться на виллу Вантампуров сразу после подземелья Мёртвой Троицы или визита к Амрику Вантампуру в «Низком фонаре». Если они возьмут Амрика в плен, то могут рассчитывать, что Рея Ментелморн присмотрит за ним. \n\n### Как попасть на виллу \n\nКаждые ворота в Верхний Город бдительно охраняют по двадцать **стражников**. Если персонажи предъявят бляхи, что им выдал капитан Зодж, стражники пропустят их в ворота даже в сопровождении пленника или беглеца в розыске вроде Реи Ментелморн. Любого персонажа без бляхи допросят и заставят заплатить за вход 2 мм. \n\nЕсли персонажи приведут пленного Амрика, он не будет провоцировать стычку со стражниками у ворот, опасаясь, что пострадает сам. \n\n### Семья Вантампур \n\nТаламра Вантампур — коварная дьяволопоклонница возрастом под семьдесят лет, способная заглянуть в глаза адской гончей, не вздрогнув. Она полнотела, а сильные руки выдают, что начинала она как простая работница. Юность она провела в подвалах и канализации Врат Бал дура, где чинила трубы и вычищала городские отбросы. Из таких вот низов Таламра выбилась в управляющие городского водопровода и канализации. Теперь она оде вается в роскошные платья, подобающие её статусу гер цогини Врат Балдура. \n\nИменно Таламра подстроила исчезновение верховного герцога Ульдера Рейвенгарда, чтобы добиться своей главной цели — стать верховной герцогиней. В свободное от политических интриг время она проворачивает тайные дела в подземельях под виллой. \n\nТаламра трижды овдовела, но каждому из покойных мужей подарила по сыну. Её старший, Тёрствелл, — бледный и болезненный отшельник чуть старше сорока. Запершись у себя, он с помощью бесов шпионит за братьями, Амриком и Мортлоком. Обоих он презирает: Амрика — за то, что он маменькин любимчик, а Мортлока — за то, что он урод и болван. \n\nГлавная проблема Тёрствелла в том, что мать не видит в нём наследника и готовит к этой роли Амрика. Но при всей своей зависти Тёрствелл не решается вредить Амрику напрямую, опасаясь гнева матери. Мортлок — другое дело. Все понимают, что Таламра и сама лишила бы его наследства, если бы не предсмертная просьба её третьего мужа — заботиться о Мортлоке, несмотря на все его недостатки. \n\nЕщё один член семейства Вантампуров — Слюногрыз, жуткого вида трессим (крылатый кот) с куцым хвостом и множеством шрамов от драк. Встретив Слюногрыза, персонажи могут попробовать подружиться с ним (см. зону В5). \n\n### О вилле\n\nВилла Вантампуров — величественный каменный особ няк, рядом с которым есть конюшня. У обоих зданий наклонные крыши с красной черепицей. Виллу окру жает каменная ограда высотой 12 футов. С внутренней стороны ограды висят фонари, которые освещают двор и виллу по ночам, их зажигают в сумерках и гасят на рассвете. В ограде трое деревянных ворот — главный вход и каретный выезд на юге и чёрный ход на севере. \n\nДеревянные двери виллы и окна со свинцовыми ра мами не заперты. На Вантампуров работает охрана, патрулирующая двор (см. зону В1). Стражники живут не здесь и сменяются каждые шесть часов. \n\n#### Слуги \n\nНа Вантампуров работает четверо постоянных слуг, живущих здесь (все нейтральные люди, **простолюдины**): \n\n* Фендрик Грей, дряхлый 70-летний дворецкий. \n* Сарвиндер Пек, суровый 52-летний садовник и конюх. \n* Габури д’Вейлан, суетливая 35-летняя кухарка. \n* Амбра Фоллвотер, простодушная 19-летняя горничная. \n\nАмбру наняли недавно на замену прежней горничной, которую герцогиня Вантампур сбросила с лестницы за разбитую вазу. \n\n### Зоны виллы \n\nЭти места отмечены на карте 1.5. \n\n#### В1. Двор \n\nДевять принципиальных злых людей-**стражников** патрулируют двор тремя группами по трое. При первом появлении персонажей они находятся в точках, отмеченных «В1» на карте 1.5, и кружат по двору против часовой стрелки. \n\nСтражники атакуют любого, кто проникнет на территорию поместья без разрешения или предварительного извещения герцогини Вантампур или одного из её сыновей. Если персонажи прихватили с собой Амрика или Мортлока, то могут убедить любого из них провести героев мимо стражи. Если нет, персонажам придётся победить стражу или проскользнуть незаметно. Стражникам хорошо платят, так что взяток они не берут, а Пламенный Кулак они презирают. Чтобы проскользнуть мимо группы стражников, каждому персонажу надо успешно пройти **проверку Ловкости (Скрытность) со СЛ 13**. Проверкасовер шается с преимуществом ночью или в туман. \n\n#### В2. Конюшня \n\nВ этом каменном здании находятся стойла четырёх лошадей-тяжеловозов и хорошо оборудованная кузня с наковальней и горном. Тут может быть Сарвиндер Пек (см. «Слуги»), кующий новые подковы. \n\n***Люк***. Квадратная плитка размерами з на з фута в югозападном углу конюшни служит потайным люком в полу. Персонаж обнаружит люк, обыскав зону и успешно пройдя **проверку Мудрости (Внимание) со СЛ 15**. Камень скрывает лаз с кирпичными стенами и вертикальной деревянной лесенкой, ведущей вниз на 15 футов в зону подземелья В27. Если Вантампурам придётся бежать из подземелья, через люк они могут быстро добраться до лошадей. \n\n#### В3. Фойе \n\nЕсли персонажи постучат во входную дверь, дворецкий Фендрик Грей (см. «Слуги» ранее) подойдёт сюда из зоны В10, чтобы поприветствовать их. Он впустит их, если их ждут, в противном случае велит уйти. \n\nОпишите игрокам зону так: \n\n>Помимо главного входа, в помещении два выхода. Гипсовая полка, уставленная вазами, опоясывает комнату на высоте 9 футов. На плитках пола лежит изысканный ковёр шириной 10 футов и длиной 15 футов, на котором изображена коронация. Один гобелен настене изобра жает дракона, летящего над кораблём, другой — паломников на верблюдах. \n\nСреди ваз на верхней полке таятся четверо невидимых **бесов**, по одному в каждом углу. Бесы спрыгнут и ата куют любого, в ком узнают нарушителя, даже если с персонажами будет Мортлок или пленный Амрик. \n\n***Сокровища***. Вазы, ковёр и гобелены — ценные предметы искусства, только вместе они не сочетаются. Каждая из шестнадцати ваз весит 2 фунта и стоит 25 зм. Ковёр весит 50 фунтов и стоит 250 зм. Каждый из двух гобеленов весит 5 фунтов и стоит 75 зм. \n\n#### В4. Комната слуг \n\nЭта комната не украшена, здесь только четыре простые койки и обеденный стол для слуг особняка. Слуги хранят запасные ливреи и прочие личные вещи в ящиках под койками. Тут нет ничего ценного. \n\n#### В5. Кухня \n\nДнём эту зону наполняют аппетитные ароматы — это кухарка Габури д’Вейлан (см. «Слуги», стр. 33) готовит еду для Вантампуров и их слуг. Габури не терпит посторонних на кухне, когда готовит. \n\nНад тремя кухонными столами в середине помещения висят горшки, сковородки и прочая кухонная утварь. Полки уставлены мисками, тарелками, приправами, специями и сухими продуктами. Кухонный лифт с ручным подъёмным механизмом позволяет доставлять еду прямо в спальню герцогини Вантампур (зона В17). Колокольчик возле лифта подаёт сигнал, когда герцогиня желает отобедать. \n\n**Трессим** Слюногрыз (параметры см. на стр. 243) бродит по кухне, убивает крыс и пожирает всё, что Габури роняет на пол. Слюногрыз не особо привязан к семейству Вантампур, а Тёрствелла и его бесов терпеть не может. Трессим подружится с любым персонажем, который его покормит, и будет ходить за ним по дому, используя свою особенность Обнаружение невидимости, чтобы предупреждать, когда поблизости невидимые бесы. \n\n#### Вб. Кладовая \n\nВ этой затхлой каморке хранятся еда и напитки. \n\n#### В7. Лестница вниз \n\nВ этой комнате стоит бочка с питьевой водой. Лестница с кирпичными стенами ведёт вниз на 15 футов в зону В20. \n\n#### В8. Гостиная \n\nПринимая гостей в этой комнате, герцогиня обычно сидит в строгом кресле с высокой спинкой, а гости — на двух мягких диванах напротив, за кофейным столиком. Тайник в левом подлокотнике кресла герцогини можно найти, осмотрев кресло и успешно пройдя проверку Мудрости (Внимание) со СЛ 12. В нём лежит посеребрённый кинжал. \n\nНа окнах висят тонкие занавески, рассеивающие есте ственный свет, а стены украшены портретами в рамах, изображающими герцогиню, трёх её покойных мужей, её сыновей и крылатого кота Слюногрыза. \n\n***Сокровища***. Гобелен на северной стене изображает пылающих ангелов, которые падают с небес в огненную бездну. Он весит 5 фунтов и стоит 150 зм. \n\n#### В9. Трапезная \n\nТаламра с сыновьями собираются тут раз в десятидневку на семейный ужин, вечно выливающийся в ссоры. Зачитайте следующий текст, когда персонажи увидят зону: \n\n>Железная люстра висит над обеденным столом из чёрного дуба, который окружён восемью стульями с высокими спинками, вырезанными в форме дьяволов. Одну стену занимает камин, а по бокам от него окна с алыми портьерами. У другой стены стоит роскошный буфет-бар со стеклянными дверцами. \n\nНа люстре сидят три невидимых **беса**, ведущих себя так же, как бесы в зоне В3. Механизм с подъёмным блоком позволяет опускать и поднимать люстру. Верёвка привя зана к крюку в восточной стене возле буфета. \n\n***Сокровища***. В буфете есть восемь кубков из красного хрусталя (по 25 зм каждый) и шестнадцать бутылок вина. В пятнадцати бутылках изысканное вино (по 10 зм каждая). Вино в последней отравлено полночными слезами, ядом без вкуса (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руко водства мастера подземелий»]}. Эта особая бутылка стоит от дельно и предназначена для гостей, от которых герцогиня хочет избавиться. \n\n#### В10. Галерея \n\nОкна на юг занавешены чёрными портьерами, так что в этом коридоре темно и прохладно. Фендрик Грей, престарелый дворецкий, ходит по коридору с фонарём в руке (если не занят в другом месте), а горничная Амбра Фоллвотер подметает пыль (см. «Слуги», стр. 33). Дере вянная лестница в северном конце коридора поднима ется на 15 футов в зону В11. \n\nВ галерее хранится пёстрая коллекция гобеленов, картин и алебастровых бюстов на постаментах, чтобы впечатлять гостей. Герцогиня скупила весь этот хлам, уверенная, что это ценные предметы искусства, но всё это подделки сомнительного происхождения. Эта бессистемная коллекция — свидетельство её дурного вкуса. \n\n***Восковая фигура***. 6-футовая восковая фигура в углу изображает герцогиню Таламру Вантампур с трессимом Слюногрызом на руках. У трессима во рту воско вая крыса. Посетители, вошедшие в галерею из фойе (зона В3), часто принимают статую за живую, поскольку она стоит сразу за дверью и очень реалистична. \n\n#### В11. Верхний коридор \n\nВ этом коридоре дует сквозняк, а на стропилах висят фонари. Лестница на севере спускается вниз на 15 футов в зону В10. Тут стоят на часах пятеро принципиальных злых людей-**стражников** — по одному у каждой двери. Они атакуют любого, кого не сопровождает член семьи Вантампуров. Если они услышат заварушку вдалеке, их нельзя застичь врасплох, но они не покинут пост, пока им не прикажет член семьи. Если тут начнётся бой, его услышит Тёрствелл Вантампур в зоне В13. \n\n#### В12. Балкон \n\nОграждение в виде крепостных зубцов идёт по краю балкона, выходящего на передний двор. Он находится на высоте 15 футов над землёй. \n\n#### В13. Спальня Тёрствелла \n\nНевзрачные занавески закрывают окна в этой простой комнате, где есть кровать, железный сундук с навесным замком, железная ванна на ножках и камин. Посреди комнаты стоит **Тёрствелл Вантампур** (параметры см. во врезке), хилый и завистливый 42-летний мужчина с дьявольской коробкой с секретом в руках (см. «Сокровища» далее). Если Тёрствелл знает о незваных гостях, он успеет запереть коробку в сундуке, а ключ сунет в карман мантии. \n\nТёрствелл командует несколькими бесами, которые влетают и вылетают через дымоход, но к приходу пер сонажей здесь только одно такое существо. **Бес** невидим, прячется в камине и атакует любого, кто угрожает Тёрствеллу. \n\nНезнакомцев Тёрствелл встретит самым негостеприимным образом — сотворит ***священное пламя*** на ближайшего из них. В тот же ход он сотворит на себя убежище в качестве бонусного действия и использует пе ремещение, чтобы спрятаться под кроватью, пока бес его защищает. Если его возьмут в плен, он будет причитать, что тупые стражники не смогли защитить его, и тянуть время, надеясь, что захватчики отвлекутся и дадут ему шанс сбежать. Если его допросить, он выдаст такие сведения в обмен на освобождение: \n\n* Его мать, герцогиня, сейчас в подземелье под виллой сТейвиусом Кригом. Они с бывшим высшим наблю дателем Эльтуреля планируют захватить власть во Вратах Балдура. \n* Он и его братья тайно похитили Щит Скрытого Вла дыки из склепа под городом. В щите заперт могуще ственный дьявол по имени Гаргот, который поклялся помочь Вантампурам захватить Врата Балдура в обмен на освобождение. Тейвиус Криг уверен, что нашёл спо соб выпустить Гаргота из щита. \n* Тейвиус прибыл в город несколько дней назад с этой коробкой с секретом. Герцогиня настояла, чтобы Тей виус передал коробку на хранение Вантампурам, пока изучает щит. \n\n***Сокровища***. *Дьявольская коробка с секретом*—магический предмет, описанный на стр. 223. Каждая коробка с секретом устроена по-своему. Эта коробка принадлежала Тейвиусу Кригу и передана герцогине Вантампур на хранение. Герцогине любопытно узнать, что в коробке, и она отдала её Тёрствеллу, которого считает самым умным из сыно вей, чтобы тот попробовал вскрыть её, но пока ему это не удалось. Тёрствелла можно запугать, чтобы он отдал коробку, а можно и просто отобрать. Однако открыть коробку не по силам никому из персонажей. Шпион Фаластер Фиск, запертый в подземелье (зона В29), может посоветовать героям отнести коробку в Кэндлкип — там им помогут узнать, что в ней (см. стр. 45). В коробке хра нится копия контракта, заключённого Тейвиусом с Зариэлью и погубившего город Эльтурель. \n\nЗамок на сундуке можно взломать инструментами вора, успешно пройдя **проверку Ловкости со СЛ15**. Сундук весит 50 фунтов, в нём хранится мятая одежда, красные восковые свечи, писчие перья, чистые листы бу маги и ёмкости с чернилами. Там также есть незапертый деревянный ларец, в котором лежат 73 зм, 120 см и зелье исцеления, а также книга в чёрном переплёте под назва нием «Апокалипто» — поэтическое пророчество неизвестного автора о конце мультивселенной (стоит 50 зм). \n\n#### В14. Спальня Мортлока \n\nВ этой тёмной комнате стоит кровать, деревянный сундук на ножках и прикроватный столик. Сундук весит 25 фунтов, в нём немного непримечательной одежды раз мером под Мортлока, ничего не стоящие личные вещи и плюшевый тролль — игрушка Мортлока в детстве. \n\n#### В15. Спальня Амрика \n\nЭта комната обставлена со вкусом, в ней есть кровать, прикроватный столик, железная ванна на ножках, камин и деревянный сундук, окованный железом. Зеркало шириной з фута и высотой 6 футов встроено в восточную стену напротив камина. Лакированная деревянная рама зеркала украшена резьбой в виде крыс, воронов и пауков. \n\n***Сокровища***. В сундуке Амрика хранится аккуратно сложенная изысканная одежда для подтянутого аристократа и шкатулка, вырезанная из кости (10 зм). В шкатулке лежит золотой перстень-печатка (5 зм), украшенный девизом Вантампуров: «Каменные сердца нельзя ранить». \n\n#### В16. Будуар герцогини \n\nВ этой комнате есть трюмо с овальным зеркалом в раме, на котором стоят флаконы с духами, кисточки, косме тика, иголки и катушки ниток. Из прочей мебели — складная деревянная ширма, украшенная изображе нием хищной птицы из золотой фольги, высокий чёрный платяной шкаф, наполненный корсетами и роскошными платьями, и декоративный позолоченный коврик, ле жащий перед тремя незапертыми деревянными сунду ками. Один сундук набит туфлями, в другом — три свадебных платья, а третий наполнен модными шляпками. \n\n***Сокровища***. На трюмо стоит шесть флаконов дорогих духов (по 20 зм каждый), серебряная расчёска, инкру стированная лазуритом (юо зм), и деревянная шкатулка с электрумовой филигранью (75 зм), где лежат жемчужное ожерелье (250 зм), платиновая камея в форме крыла того кота (50 зм) и два зелья исцеления в высоких хрусталь ных пузырьках. \n\n#### В17. Спальня хозяйки \n\nКогда герцогине Вантампур надо отдохнуть или её мучит мигрень, она удаляется в эту комнату. Принимает пищу она обычно тоже здесь. Еду доставляют с помо щью кухонного лифта в юго-западном углу (подробнее см. в зоне В5), рядом с которым есть шнур, чтобы звонить в колокольчик на кухне. Среди прочей обстановки — кровать с балдахином и сеткой от насекомых, деревян ная ширма, чугунная ванна на ножках, камин и желез ный сундук, запертый навесным замком. Замок отлит в форме злой рожицы рогатого дьявола. Ключ от замка Таламра Вантампур хранит при себе (см. зону В28), но замок можно взломать инструментами вора, успешно пройдя **проверку Ловкости со СЛ 17**. \n\n***Сокровища***. Сундук весит 65 фунтов и снабжён ловушкой (см. «Ловушка» далее). В нём хранятся три тонких чёрных гроссбуха с записями на дьявольском языке (учёт официальных сделок герцогини Вантампур), инстру менты каллиграфа (15 зм), набор отравителя (50 зм), кошель из овечьего пузыря с 22 пм, 85 зм и 113 см и *флейта крысолова*. \n\n***Ловушка***. У сундука двойное дно на металлических пружинах. Общий вес предметов в сундуке удерживает дно, но если вынуть три или более предмета, фальшивое дно поднимется и выдернет пробку из тонкого стеклян ного пузырька под ним. Из пузырька вырвется облако ядовитого газа и наполнит сферу радиусом 10 футов во круг сундука. Облако неподвижно и существует 1 минуту или пока его не развеет сильный ветер. Любое существо, начавшее свой ход в облаке, должно пройти испытание Выносливости со СЛ 13, при провале оно получит п (2dio) урона ядом. \n\n#### В18. Кабинет герцогини \n\nДубовый письменный стол повёрнут к середине комнаты, за ним стоит стул из того же набора, а на столе — два чёрных подсвечника. Из прочей мебели — три книж ных шкафа и стоячий чёрный латный доспех с глухим шлемом, длинным мечом и щитом. Железная винтовая лестница ведёт наверх в зону В19. \n\nДоспех — это **шлемоносный ужас**, созданный на Авернусе. Конструкция понимает дьявольский язык, но не говорит и невосприимчива к заклинаниям огненный снаряд, священное пламя и шокирующее прикосновение. В эту зону разрешено входить только герцогине Вантампур и её сыновьям. Если любое другое существо войдёт без их сопровождения, огненно-оранжевый свет наполнит пу стоту внутри шлемоносного ужаса и он атакует. Шлемоносный ужас будет гоняться за нарушителями и за пределами комнаты и отстанет, только если они покинут виллу или будут разрублены на части. \n\n***Книжные шкафы***. Герцогиня Вантампур не любит читать, но ради престижа держит небольшую библиотеку изысканной литературы. В её кабинете двести книг. Персонаж, который проведёт 1 час за изучением коллекции, сможет найти двадцать редких первых изданий (по 25 зм каждое). Остальные книги можно продать интересующимся по 5 зм каждую, кроме бесполезной книги *«Последний бой Всадников Преисподней»*. В её страницах вырезан тайник, где хранится железное колечко с двумя ключами. Они открывают клетки в зоне В19. \n\n#### В19. Башенка \n\nЕсли персонажи поднимутся по железной винтовой лестнице из зоны В18, опишите помещение так: \n\n>Винтовая лестница поднимается на 15 футов в квадратное помещение, где стропила пересекаются в десяти футах от пола, а выше только остроконечная крыша. Западную стену занимает пустой книжный шкаф, а на полу стоят две грязные клетки с навесными замками. В каждой по пленнику и ночному горшку. \n\nКлючи, открывающие замки, можно найти в зоне В18. Персонаж может взломать замок инструментами вора, успешно пройдя **проверку Ловкости со СЛ 15**. Находясь внутри клетки, замок на ней взломать нельзя. \n\nНа клетках сидят два невидимых **беса**. Пока вокруг никого нет, они дразнят пленников пустыми угрозами и насмешками, а пленники не отвечают и не кричат, боясь, что бесы их ужалят. Бесы не станут ввязываться в бой с хорошо вооружёнными нарушителями. Если кто-то попытается освободить пленника, ближайший невидимый бес пролезет между прутьями решётки и ужалит пленника насмерть, став при этом видимым. В свой следующий ход бес снова станет невидимым и скроется над стропилами. \n\n***Пленники***. В северной клетке сидит Шолин Зораз (нейтральная женщина, человек, **простолюдин**), руководившая ремонтом канализации и планировавшая проложить городскую канализацию Нижнего Города в том месте, где находится подземелье Мёртвой Троицы (см. стр. 20). Герцогиня Вантампур хочет подержать здесь Шолин несколько дней, прежде чем отпустить. Бесы так запугали Шолин, что, если её освободят, она откажется от своих планов и не посмеет сказать ни слова против Вантампуров до конца своих дней. В южной клетке сидит Кейджил Орунмар (нейтраль ный злой мужчина, человек, **простолюдин**), сборщик на логов, устроивший Вантампурам проблемы. Герцогиня Вантампур намерена убедиться, что никто важный его не хватится, а затем убить Кейджила и скормить останки крысам в канализации. Если его освободят, Кейджил намерен покинуть Врата Балдура навсегда.\n\n\n## (ур.4) Подземелье виллы\n\nВ подземельях и канализации под виллой Вантампуров герои встречают Тейвиуса Крига и находят Щит Скрытого Владыки.\n\n---\n\nКак заведующая городской канализационной системой, Таламра Вантампур отгородила канализацию под своей виллой и создала персональное подземелье, где проводит религиозные церемонии и принимает гостей, столь же преданных архидьяволице Зариэли. \n\n### Особенности подземелья \n\nПодземелье необычайно чисто и в отличном состоянии. Его основные особенности описаны далее. \n\n**Освещённые тоннели**. Тоннели 9 футов высотой и со сводчатыми потолками. Масляные фонари с тол стыми зеленоватыми стёклами висят на футовых железных цепях через равные промежутки. Каждый фонарь испускает тусклый свет в радиусе 10 футов. \n\n**Железные двери**. Двери сделаны из клёпаных листов железа, с железными ручками и хорошо смазанными петлями. В некоторых дверях есть замки или окошки, запираемые на засов, если это отдельно указано. Пер сонаж может взломать замок инструментами вора, успешно пройдя **проверку Ловкости со СЛ 15**, или выломать запертую дверь, успешно пройдя **проверку Силы (Атлетика) со СЛ 24**. \n\n**Поверхности и потайные двери**. В подземелье кирпичные стены и полы из каменной плитки. В помещениях гипсовые потолки высотой 10 футов. Потайные двери сливаются с окружающими стенами, но персонаж с ночным зрением или при достаточном освещении может найти потайную дверь, успешно пройдя **проверку Мудрости (Внимание) со СЛ 10**. \n\n**Запах благовоний**. Пары **культистов**-людей в чёрных мантиях ходят по коридорам с курильницами, постоянно наполняя подземелье дымом благовоний, чтобы заглушить тошнотворную вонь канализации.\n\n### Зоны подземелья\n\nПрежде чем персонажи спустятся в подземелье, позвольте им повысить уровень до 4-го. \n\nЭти места отмечены на карте 1.6 (стр. 37). \n\n#### В2О. Погреб \n\nПерсонажи могут войти в этот погреб, спустившись по лестнице из зоны В7, или через восточную дверь. Зачитайте выделенный текст, описывая, что они видят, зайдя с любого направления: \n\n>Четыре каменные колонны поддерживают сводчатый потолок высотой 10 футов. В этом сухом погребе вдоль стен стоит дюжина бочек на деревянных козлах. В половину бочек вставлены латунные краны. В помещении также есть две груды деревянных ящиков — одна в середине, другая у южной стены. \n\nВ верхнем ящике в середине помещения сидят три **игольчатых дьявола**, которые следят за происходящим через дырочки в стенках ящика. При виде нарушителя трое дьяволов выскочат и атакуют. В остальных ящиках в середине погреба хранятся вяленое мясо, буханки хлеба, головки сыра и прочая провизия, которой Вантампурам и культистам в подземелье хватило бы на ме сяц. В ящиках у южной стены хранятся свечи, склянки с маслом, благовония и крысоловки. \n\nВ шести бочках — питьевая вода, а в шести других — эль. \n\n#### В21. Винный погреб\n\nБолее двухсот бутылок вина, заткнутых пробками, лежат на стойках высотой семь футов, занимающих западную и южную стены. В середине помещения сложены пустые деревянные ящики. \n\n***Сокровища***. В семнадцати бутылках изысканное вино (по 10 зм за бутылку). Остальное вино на стойках — дешёвое (по 1 см за бутылку). \n\n#### В22. Канализация\n\nОбитатели подземелья часто пользуются этими освещён ными тоннелями. В воздухе висит густой запах благовоний (см. «Особенности подземелья»). \n\nГладкие каменные желобы, вытесанные в полу, от водят воду и стоки в зону Взо. Жёлобы шириной 4 фута и глубиной з фута, через неравные интервалы их пере секают изогнутые каменные мостики. Проходы по обе стороны жёлоба шириной з фута. \n\n***Бродячие чудовища***. Обычные крысы время от времени попадают в подземелье через открытые трубы, торчащие из стен. Культисты расставляют крысоловки, когда оку ривают подземелье благовониями. Проходя по тонне лям, персонажи могут наткнуться на этих культистов. \n\nВ обычной сцене будут участвовать два принципиальных злых человека-**культиста** в чёрных мантиях и золотых масках в виде дьявольских рож (стоят 25 зм, если найдётся покупатель) с курильницами, в которых тлеют благовония. Маска дьявола закрывает всё лицо, кроме глаз, ноздрей и рта. Каждая маска выглядит уникально. \n\nЕсли сцена происходит в тоннеле, где есть жёлоб в середине, двое культистов будут идти по разные его сто роны в одном направлении, слегка помахивая курильницами. Можете усложнить сцену, заменив культистов **фанатиками культа** или добавив одного-двух невидимых бесов в сопровождение. \n\nЕсли кого-то из таких культистов победят, снизьте число культистов в сцене в зоне В33 соответственно. Если персонажи не потрудятся спрятать тела убитых культистов, кто-нибудь рано или поздно найдёт их и преду предит **шипастого дьявола** в зоне В26, если его к тому времени ещё не победили. Поднятый по тревоге дьявол начнёт обшаривать подземелье в поисках нарушителей. \n\n#### В23. Холодный погреб\n\nВантампуры хранят в этом помещении туши скота и прочее сырое мясо. Посреди погреба с ю-футового потолка свисают шесть з-футовых цепей, каждая с крю ком. На четырёх висят освежёванные кабаньи туши, остальные два пусты. \n\n#### В24. Столовая \n\nТут культисты обедают, но к первому приходу персо нажей здесь никого нет. В середине столовой стоят два деревянных стола со скамьями по бокам. Столовую осве щают шесть высоких кованых железных канделябров, расставленных у стен. Каждый канделябр высотой шесть футов, на нём горит девять свечей. \n\n#### В25. Кухня \n\nТут культисты готовят еду, но к первому приходу пер сонажей здесь никого нет. В кухне неприятно жарко, тут горит пара чугунных печек, возле которых сложены дрова. Из прочей мебели есть деревянный стол, на ко тором готовят еду, и полки с тарелками, кружками, горшками и прочей утварью, а также банками с ингредиентами и приправами. \n\n#### В26. Храм Зариэли \n\nЖелезные двойные двери в этот зал украшены дьяволь скими рунами, вырезанными на арке. Персонаж, пони мающий дьявольский, может перевести руны: «Та, что пала, может вновь взлететь». Прислушавшись у двойных дверей или у одной из потайных, ведущих в этот зал, персонаж услышит, как полдесятка гуманоидов напевают на дьявольском языке. \n\nПрислушавшись к хору, персонаж, понимающий этот язык, разберёт, что хор поёт хвалу архидьяволице Зариэли за неустанную борьбу в Войне Крови. \n\n> #### Замаскированные персонажи \n\n>Персонажи могут замаскироваться под культистов, сняв с побеждённых врагов маски и мантии. При такой маскировке у персонажей **преимущество к проверкам Харизмы (Обман)**, чтобы обмануть дьяволов и культистов в подземелье под виллой Вантампуров. \n\nКогда персонажи войдут внутрь, начните сцену, зачитав вслух следующий текст: \n\n>Два ряда высоких кованых железных канделябров с девятью свечами каждый озаряют мерцающим светом своды этого зала. Семифутовая статуя ангела с горящими белыми глазами и длинным мечом стоит на постаменте на юге. К западу от статуи стоит дьявол ростом шесть футов, ощетиненный шипами, и глядит на четверых культистов в чёрных мантиях. Те стоят на коленях в середине зала и распевают, их лица скрыты золотыми масками дьяволов. Стены украшают девять гобеленов, изображающих круги Девяти Преисподних. \n\nБестия с шипами — это шипастый дьявол по имени Одиус. Зариэль послала его служить герцогине Вантампур, и только им обеим он подчиняется. Поющие фигуры — принципиальные злые люди-культисты в чёрных мантиях и золотых масках дьяволов, аналогичных тем, что у культистов в зоне В22. Дьявол и культисты атакуют нарушителей, едва завидят, но персонажи могут об мануть их маскировкой (см. врезку «Замаскированные персонажи»). \n\n**Статуя**. Изображает Зариэль в ангельской форме. Это объект крупного размера с КБ 17,33 ПЗ и невосприимчи востью к урону огнём, ядом и психическому урону. Ста тую можно повалить, успешно пройдя проверку Силы (Атлетика) со СЛ 20, при ударе о пол она расколется. \n\n**Сокровища**. Голова и шея статуи полые. Внутри спря тана +1 булава, которую можно достать, только разбив статую. Навершие булавы испускает яркий свет в ради усе 5 футов и тусклый ещё на 5 футов. Носитель булавы может погасить или зажечь свет в качестве действия (именно от этого света горят глаза статуи). \n\n#### В27. Тоннель для побега \n\nЗа потайной дверью скрыт тоннель с деревянной лесен кой в северном конце. Лесенка поднимается по верти кальному лазу на 15 футов к люку в зону В2. \n\n#### В28. Тайное святилище \n\nЭта комната спрятана за потайными дверями (см. «Особенности подземелья», стр. 37). Скрип дверей при открытии такой громкий, что обитательница комнаты его заметит. Зачитайте следующий текст, когда персонажи войдут: \n\n>Комнату освещает пара кованых железных канделябров в северо-восточном и юго-восточном углах, на каждом горит по девять свечей. Их мерцающий свет озаряет алтарь на когтистых ножках, вырезанный из цельного куска обсидиана. Из его вершины извергается язык пламени в форме ангела. Перед алтарём на коленях стоит седая женщина. \n\nЖенщина у алтаря — **герцогиня Таламра Вантампур** (параметры см. во врезке). Она одета в роскошное платье, подобающее её титулу, и не вооружена. Однако у неё есть магические силы, дарованные Зариэлью, её покровительницей из Преисподней. Незваных гостей она встретит враждебно и не побрезгует лично отходить врагов кулаками, если начнётся драка. Не за бывайте о её ответном действии Адское возмездие, ко торое можно использовать дважды в день (но лишь один раз до её следующего хода). \n\nЕсли у неё останется менее половины ПЗ, Таламра попробует отступить через ближайшую незаблокированную потайную дверь. Она либо переместится в зону В36, либо сбежит через зону В27. Но она настолько горда, что скорее умрёт, чем сдастся в плен, — и готова пожертво вать даже сыновьями, но не поддастся на шантаж. Когда же смерть настигнет её, последнее, что Таламра скажет: «Встретимся в Преисподней». \n\nВ кармане платья Таламра носит два ключа. Один от пирает сундук в её спальне (зона В17), другой — двери в хранилище (зону В36). \n\n***Обсидиановый алтарь***. Чёрный алтарь весит 8оо фунтов и украшен маленькими дьявольскими рунами, выре занными вокруг языка пламени в форме ангела высотой девять дюймов, вырывающегося из его вершины. Пламя отдалённо напоминает Зариэль. Если стереть хоть одну руну, пламя погаснет, а алтарь расколется надвое. \n\n#### В29. Тюрьма \n\nЗачитайте следующий текст, когда персонажи откроют дверь: \n\n>В центре помещения стоит широкоплечая фигура слиловой кожей и бородой из щупалец, извивающихся, точно змеи. Тварь сжимает глефу и глядит на вас из тьмы, на её поясе висит связка ключей. По обе стороны поме щения тянутся железные двери, каждая с небольшим окошком, запертым на засов. \n\nТюремщик — **бородатый дьявол** по имени Тосс, он атакует любого, кого сочтёт нарушителем или угрозой. Персонажи, переодетые культистами, могут обмануть Тосса, чтобы тот позволил им допросить или выпустить пленников (см. врезку «Замаскированные персонажи», стр. 39). Ключи на поясе дьявола отпирают камеры. \n\nВ двух камерах (на ваш выбор) сидят пленники. Остальные четыре пусты, но в них могут оказаться персонажи, попавшие в плен (см. врезку «Персонажи в плену»). Если вам надо ввести нового члена группы вместо убитого, он может начать приключение как пленник, запертый в одной из пустых камер. \n\n***Фаластер Фиск***. Первый пленник — низенький, худощавый и образованный мужчина-человек лет пятиде сяти. Фаластер родом из Калимшана, он нейтральный шпион без оружия. Он говорит на всеобщем и дьяволь ском и носит длинный кафтан. Волосы у него тёмные, а аккуратная бородка выкрашена алым. \n\nФаластер работает на тифлинга Сильвиру Савикас, знатока Девяти Преисподних, которая живёт в Кэндлкипе. Когда Тейвиус Криг прибыл во Врата Балдура несколько дней назад, Фаластер вскоре прослышал, что Вантампуры его скрывают. Он начал разнюхивать подробности и был схвачен. Со спасителями он может поделиться такими полезными сведениями: \n\n* «Сильвира Савикас — моя старая подруга. Очень мудрая женщина, работает в самом Кэндлкипе! Она давно следит за кознями дьяволов во Вратах Балдура и Эльтуреле». \n* «Сильвира уверена, что Тейвиус Криг заключил сделку с архидьяволицей. Наверняка его контракт спрятан в волшебной коробке с секретом. Она отправила меня добыть коробку как доказательство злодеяний Крига». \n* «Сильвира недолюбливает Тейвиуса Крига, рассчиты вает открыть коробку с секретом и готова заплатить за неё — золотом или магическими предметами!» \n\nЕсли Фаластера выпустить, он поможет персонажам по мере сил, но постарается не лезть в драку. Зная, что может попасться, он добыл и запомнил схему подземе лья под виллой Вантампуров. Он может отвести героев в потайные комнаты (зоны В28 и В34) и хранилище Вантампуров (зону Взб). \n\n***Сатиир Тион-Хьюн***. Вторая пленница — худощавая аристократка-человек за семьдесят. Леди Сатиир роди лась в богатой и влиятельной патриарской семье Хьюн. У неё параметры нейтрального злого **благородного** без оружия и брони (КБ 11). Вантампуры похитили её, чтобы использовать как заложницу на случай, если Хьюны выяснят, кто похитил Щит Скрытого Владыки из их семейного склепа. \n\nВтайне от Вантампуров Сатиир состоит в злодейском тайном обществе, чьи члены зовут себя Рыцарями Щита и провозгласили себя стражами Щита Скрытого Владыки. Но спасителям Сатиир о щите не скажет. Она заявит, что Вантампуры хотели, чтобы Хьюны не мешали Таламре Вантампур стать верховной герцогиней. Если отпустить Сатиир, она предупредит свою семью и союзников, что щит украли Вантампуры, и разрушит политическую карьеру герцогини Вантампур во Вратах Балдура. Персонажи могут встретить товарищей Сатиир по пути в Кэндлкип (см. «Рыцари Щита», стр. 44). \n\n#### Взо. Железная решётка \n\nЗдесь тоннель плавно спускается к югу, выводя воду и стоки в городскую канализацию. Тоннель перекрывает ю-футовая квадратная вертикальная решётка из железных прутьев, промежутки между прутьями — 6 дюймов. Этого хватит для крысы, но персонажи обычного раз мера протиснуться не смогут. Прутья накрепко вмурованы в пол и потолок. \n\nПерсонаж может согнуть прутья, успешно пройдя **проверку Силы (Атлетика) со СЛ 25**, и создать проход, через который может протиснуться гуманоид среднего или меньшего размера. \n\n> #### Персонажи в плену \n\n>Если персонажей победят на вилле Вантампуров или в подземелье под ней, вы можете решить, что злодеи стабилизировали умирающих персонажей, забрали их снаряжение (его сложат в зоне В28) и заперли в тюрьме (зона В29). чтобы герцогиня Таламра Вантампур и культисты допросили персонажей и выяснили, что им известно. Это позволит отыграть побег из тюрьмы вместо полной гибели группы. \n\n#### В31. Ризница \n\nУ стен в этой зоне стоят четыре деревянных платяных шкафа. Тут культисты оставляют мантии и маски, пре жде чем выйти из подземелья в город. Шкафы у западной стены пустуют. Обыскав шкаф у южной стены, персо нажи найдут четыре чёрные мантии и четыре золотые маски дьяволов (такие же, как у прочих культистов в этом подземелье). \n\n#### В32. Соединительный тоннель \n\nТусклый свет двух зелёных фонарей не освещает коридор полностью, оставляя в его концах области темноты. Тоннель охраняют два принципиальных злых человека, **фанатика культа**, по одному на каждом конце. Персонажи с ночным зрением или собственными источниками света заметят фанатиков. В остальных случаях фанатики застигнут их врасплох. Фанатики носят чёр ные мантии и золотые маски дьяволов, аналогичные мантиям и маскам прочих культистов. Звуки боя отсюда услышат культисты в зоне В33, они вооружатся, но останутся на месте. \n\n#### В33. Казарма культистов \n\nЭту комнату освещают два высоких кованых железных канделябра с девятью мерцающими свечами каждый. По периметру помещения стоят десять деревянных коек, рядом с каждой незапертый сундук с повседневной одеждой культистов. \n\nТут собрались десять **культистов**, за вычетом тех, кого победили в зоне В22. Это принципиальные злые люди в чёрных мантиях и золотых масках дьяволов. Некото рые из них дремлют, другие сидят на койках и обсуж дают слухи о роли Тейвиуса Крига в падении Эльтуреля и планах герцогини Вантампур насчёт Врат Балдура. Нарушителей культисты не потерпят. Звуки боя отсюда услышат фанатики культа из зоны В32, которые тут же придут выяснить, в чём дело. \n\n#### В34. Зал для ритуалов \n\nЭто помещение скрыто за потайными дверями (см. «Особенности подземелья», стр. 37), у него следующие особенности: \n\n>Гипсовые своды этого зала высотой 10 футов украшены образами жутких крылатых дьяволов, которые взирают на символ, изображённый на полу: диск из чёрного камня с девятилучевой золотой звездой в центре. Диск окружают четыре кованых железных канделябра с оплавленными незажжёнными красными свечами. \n\nВ этом зале культисты проводят дьявольские ритуалы, дающие эффект заклинания *прорицание*, только в этом случае заклинание обращается к дьяволу, который появляется в столпе дыма над символом на полу. На потолке изображены исчадия ада, их узнает любой персонаж, успешно пройдя **проверку Интеллекта (Религия) со СЛ 15**. \n\n#### В35. Жилище Тейвиуса Крига\n\nОпишите игрокам это помещение так: \n\n>Кованые железные канделябры с мерцающими свечами озаряют эту комнату. Здесь тепло благодаря чугунной печке на ножках. Напротив потрескивающей печи стоит скромный письменный стол и такой же стул. Из прочей мебели есть обеденный столик со стулом, кровать, железный сундук в изножье кровати и два гобелена. На одном изображены духи, восстающие из реки Стикс в виде дьяволов-лемуров, на другом — покойник, висящий на крючьях и цепях, как марионетка. \n\n***Сокровища***. Тейвиус хранит в сундуке символ религии Торма (серебряная подвеска в виде правой рукавицы на серебряной цепочке). Он стоит 25 зм. Больше в сундуке ничего нет. \n\n#### В36. Хранилище Вантампуров \n\nДверь в это помещение заперта (см. «Особенности подземелья», стр. 37), единственный ключ есть у герцогини Вантампур. Изнутри дверь можно отпереть без ключа. \n\nКогда персонажи откроют дверь в хранилище, зачитайте или перескажите следующий текст, чтобы начать сцену: \n\n>В помещении стоят четыре деревянных столика, на каж дом— по два деревянных ларца. Настене напротив двери висит красивый золотой щит. Перед щитом стоит пожилой мужчина в простой одежде с зажжённой свечой в руке. Он оборачивается на дверь, и вы видите, что тень, которую он отбрасывает на стену, принадлежит не ему, а толстой рогатой бестии с крылышками. \n\nЭто **Тейвиус Криг** (параметры см. на стр. 42.), прежде высший наблюдатель Эльтуреля и бывший священник Торма (бога отваги и самопожертвования). Он потерял способность творить заклинания, когда отрёкся от своей веры, и теперь лишь притворяется, что поклоняется этому богу. За ним на стене висит Щит Скрытого Вла дыки, он изображён и описан в приложении В. Тейвиус поговорил с Гарготом, дьяволом, заточённым в щите, и выяснил, что щит отчасти виноват в том беззаконии, что творится во Вратах Балдура. Тейвиус уверен, что через некоторое время поймёт, как использовать щит, чтобы низвергнуть Врата Балдура в Авернус. \n\nТейвиус жаждет власти и уважения своих владык из Преисподней. Однако он не любит насилие и по возмож ности избегает боя. Он будет лить крокодиловы слёзы по Эльтурелю, заявляя, что как раз навещал приход в паре миль за городом, когда тот исчез, и был в ужасе при виде падения города. Поймать его на лжи нетрудно. \n\nТейвиус солжёт и о своих отношениях с герцогиней Вантампур. Он заявит, что её стража схватила его сразу по прибытии во Врата Балдура и что герцогиня застав ляет его разгадывать магические свойства этого небес ного щита, который её семейство «добыло» из склепа под городом. Несмотря на всю свою лживость, Тейвиус не сможет объяснить свою дьявольскую тень. \n\nЕсли Рея Ментелморн пришла с группой, она будет потрясена встречей с высшим наблюдателем и не позволит персонажам причинить ему вред, пока будет верить, что он невиновен. Изменившейся тени недостаточно для доказательства вины. Чтобы убедить Рею, что Тейвиус — злодей, нужно выбить из него признание, успешно пройдя **проверку Харизмы (Запугивание) со СЛ 15**, или показать, что он неспособен творить заклинания. Если персонажи убьют Тейвиуса, они могут встретить его вновь в главе з, когда его душа станет дьяволом. \n\n***Щит Скрытого Владыки***. Дьявол Гаргот заперт в *Щите Скрытого Владыки* и хочет оттуда сбежать. Он считает, что сможет вырваться, если щит доставят в Девять Преиспод них, а для этого ему нужна помощь персонажей. \n\nГаргот ощущает появление персонажей в хранилище и телепатически свяжется с одним из них, выбрав случайно. Он назовётся Скрытым Владыкой, заявит, что он небожитель, и пообещает, что поможет персонажам спасти Эльтурель, если они возьмут щит с собой в Девять Преисподних. Скрытый Владыка также предупредит их, что за щитом охотится тайное общество злодеев и рано или поздно его члены найдут его. Гаргот заявит, что тай ное общество не желает, чтобы силы щита были исполь зованы во благо, и это правда. \n\nГерцогиня Вантампур и Тейвиус Криг обещали Гарготу, что помогут ему вырваться из щита, если дьявол отравит город злом и сплотит патриаров вокруг герцогини — а значит, и архидьяволицы Зариэль. Только тогда Врата Балдура смогут разделить участь Эльтуреля. Впро чем, Гаргот с радостью воспользуется более лёгким спо собом вернуться в Девять Преисподних, если персонажи поддадутся на уговоры. Скрытый Владыка верен только самому себе. \n\n**Сокровища**. Восемь ларцов не заперты. В них хранятся деньги семейства Вантампур, а также сокровища, укра денные у Тиамат на Авернусе. Герцогиня Вантампур планирует потратить эти средства на подкуп городских патриаров и чиновников, чтобы те поддержали её как новую верховную герцогиню. \n\nВ первом ларце зо электрумовых слитков (по 10 зм каждый), принадлежащих семье Вантампур. \n\nВо втором, третьем и четвёртом ларцах по 100 зм, принадлежащих семье Вантампур. \n\nВ пятом ларце две части сломанного церемониального кинжала из сокровищницы Тиамат: кривое лезвие из слоновой кости, украшенное надписью «Клык» драконьими рунами, и костяная рукоять, обёрнутая полосками кожи и украшенная самоцветами. Фокус *починка* может восстановить этот немагический кинжал, после починки он стоит 250 зм. \n\nВ шестом и седьмом ларцах по 100 зм, принадлежащих семье Вантампур. \n\nВ восьмом ларце двадцать лазуритов (по 10 зм каждый), украденных из сокровищницы Тиамат. \n\n## Последние сцены во Вратах Балдура \n\nЕсли персонажи не сумеют найти дьявольскую коробку с се кретом Тейвиуса Крига (см. зону В13) или Щит Скрытого Владыки (см. зону В36), пусть персонаж мастера вроде Реи Ментелморн или Фаластера Фиска посоветует тщательнее обыскать поместье Вантампуров. Рея — Всадница Преисподней, а потому чует присутствие небесного щита и попросит персонажей забрать его, чтобы он не попал в злые руки. Аналогично Фаластеру ненавистна мысль оставлять коробку в особняке, чтобы та досталась кому-то ещё. \n\nЕсли Слюногрыз (см. зону В5) сопровождает группу, он может вывести персонажей к коробке с секретом. Пленные злодеи тоже могут навести на коробку или щит, если нужно. Когда персонажи найдут эти предметы, Фаластер настоятельно посоветует доставить их Сильвире Савикас в Кэндлкип. Если Фаластера или Рею пригласить в путешествие до Кэндлкипа, они с радостью согласятся. У Фаластера есть скромное жилище в Малом Калимшане — огороженном гетто во Внешнем Городе, и он предложит зайти туда, чтобы забрать его оружие и снаряжение, прежде чем отправляться в Кэндлкип. \n\n### Доклад капитану Зоджу\n\nИзбавив город от семейства Вантампуров и их культа дьяволопоклонников, персонажи могут вернуться к капитану Зоджу и доложить об успехах, сдать бляхи Пламенного Кулака и получить причитающуюся награду. Зодж будет доволен, что Вантампуры ему больше не помеха. Если персонажи доложат, что кто-то из членов семьи ещё жив, Зодж пообещает поймать их и покарать за преступления. \n\n### Командор Портир \n\nПока персонажи обсуждают свои дела с капитаном Зоджем, встречу прерывает прибытие высокопоставленного офицера Пламенного Кулака. Зачитайте или переска жите игрокам следующий текст: \n\n>Вашу встречу с капитаном Зоджем прерывает прибытие нескольких солдат Пламенного Кулака в латных доспехах. Из-за стены мечей и стали выходит седеющая женщина в броне и белом плаще. \n\n>«Так это и есть безумцы, разворошившие все крысиные гнёзда в этом богами забытом городе?» \n\n>«Командор Портир?—удивляется Зодж. — Но мне сказали, что вы прибудете в город только через десятидневку!» \n\n>«Городские власти хотели, чтобы вы так и думали, капитан,—отвечает она. Обернувшись к вам, она добавляет:— Надеюсь, вас достойно вознаградили?» \n\nДо недавних пор **Лиара Портир** (параметры см. во врезке) командовала аванпостом Пламенного Кулака в форте Белуриан на далёком тропическом полуострове Чалт. Её дядя — герцог Диллард Портир из Врат Балдура, один из двух оставшихся правителей (если герцогиня Вантампур не выжила). Герцог Портир вызвал племянницу, чтобы она приняла командование Пламенным Кулаком, пока верховного герцога Рейвенгарда нет. Её прибытие уско рили при помощи магии. \n\nЛиара планирует объявить себя преемницей Ульдера Рейвенгарда, но в душе надеется, что герцог ещё жив. Если персонажи считают, что у них есть шанс спасти Эльтурель, а с ним и Рейвенгарда, Лиара настойчиво посоветует им заняться этим. Жизнь в Чалте приучила её уважать искателей приключений и их умение доби ваться результата. \n\nЕсли персонажи не нашли Фаластера Фиска в подзе мелье под виллой Вантампуров, именно Лиара Портир посоветует отправиться в Кэндлкип и найти Сильвиру Савикас, которая знает многое о Девяти Преисподних. Сильвира может помочь им открыть дьявольскую коробку с секретом и разгадать тайны Щита Скрытого Владыки. \n\nУбедившись, что персонажи получили положенную на граду, Лиара поблагодарит их за службу Вратам Балдура. Теперь ей надо сосредоточиться на различных угрозах безопасности города. Но прежде она позволит персо нажам покинуть Врата Балдура, когда те будут готовы, и даже предоставит каждому по скаковой лошади или пони, чтобы они побыстрее добрались до Кэндлкипа. Она также может дать героям двуколку с мулом, гружённую провизией, напитками и прочими припасами. \n\n## Дорога до Кэндлкипа \n\nКогда персонажи будут готовы отправиться в Кэндлкип, зачитайте игрокам следующий текст: \n\n>Ворота Василиска открываются, и солдаты Пламенного Кулака с трудом сдерживают беженцев из Эльтургарда. Вы проталкиваетесь сквозь толпу этих несчастных, и они рыдают, когда ворота Василиска вновь закрываются. Грунтовая дорога ведёт сквозь трущобы Внешнего Города, мимо района Малый Калимшан, к длинному пролёту Переправы Змия. \n\nЕсли Фаластер Фиск сопровождает группу, он отведёт их в свой дом в Малом Калимшане. В придачу к оружию он прихватит старую книгу калишитских рецептов — она пригодится в качестве платы за вход в великую библио теку Кэндлкипа (см. «Вход в Кэндлкип», стр. 46). \n\n### Переправа Змия\n\nПерсонажам нужно пересечь реку, чтобы выйти на При брежный тракт, ведущий на юг в Кэндлкип. Зачитайте следующий текст, чтобы описать сцену: \n\n>Два грандиозных моста соединяются на высоком скалистом островке посреди реки Чионтар. По краям каждого моста тянутся постройки и прилавки купцов, из-за чего реку не видно с узкой дороги, проходящей между ними. \n\n>Деревянные разводные мостки соединяют эти мосты с бастионом, расположенным на острове. Над бастионом гордо реют флаги Врат Балдура и Пламенного Кулака. \n\nПереправа Змия — рай для карманника, каждый путник тут рискует быть обчищенным. Пока персонажи идут с одного конца Переправы Змия на другой, пусть каждый игрок бросит [[/r d20]] (за персонажей мастера, сопровождающих группу, бросать не надо). Персонаж или персонажи с наименьшим результатом становятся жертвами карманника (используйте параметры *бандита*). \n\nС помощью значения **пассивной Мудрости (Внимание)** персонажа определите, успешна ли кража. Если значение персонажа 11 или выше, кражу заметили и предотвратили. Если ниже, вор убегает с одним предметом, весящим 1 фунт или меньше (вроде кошелька или зелья), и исчезает в толпе, прежде чем кражу успевают заметить. Если персонажа обокрали, спросите игрока, какие небольшие предметы нёс персонаж, и решите, какой из них украден. \n\n### Рыцари Щита \n\nЭта сцена произойдёт, только если персонажи везут Щит Скрытого Владыки. Если нет, переходите сразу к разделу «Легенда о Всадниках Преисподней». Зачитайте следующий текст, чтобы описать сцену: \n\n>Переправа Змия и Врата Балдура исчезают из виду, а вы едете по Прибрежному тракту—грунтовой дороге, ведущей в такие далёкие страны, какТетир, Амн и Калимшан. Кэндлкип находится примерно в полутора сотнях миль к юго-западу—дорога займёт пять дней. \n\n>Навстречу вам по дороге едет человек-крестьянин на телеге, полной сена, которую тянут две лошадитяжеловоза. Подъезжая ближе, крестьянин дружелюбно машет вам. \n\nКрестьянин — это Каддрус, принципиальный злой **камбион**, сотворивший иной облик, чтобы скрыть свой истинный вид. В сене прячутся злые пособники камбиона: три человека-**ветерана**, говорящие на всеобщем и дьявольском. Их зовут Фалар аль-Ришаль, Заруд аль-Ришаль и Нульра Блэксэддл. Когда камбион отдаст приказ на дьявольском, ветераны выскочат из сена и атакуют. Камбион же примет истинную форму, взлетит в воздух и атакует существ Огненным лучом. Лошади-тяжеловозы — это обычные животные, но не из пугливых. \n\nКаддрус и ветераны — члены тайного общества Рыцарей Щита (см. зону В29, стр. 40). Их цель — убить персонажей и вернуть Щит Скрытого Владыки патриарскому семейству Хьюнов во Вратах Балдура. Если ветеранов убьют или выведут из строя, Каддрус улетит во Врата Балдура и доложит начальству. Если камбион сбежит, персонажи могут вновь встретить его в Кэндлкипе в об лике монаха. При следующей встрече Каддрус будет драться с группой насмерть за щит. \n\n### Легенда о Всадниках Преисподней\n\nЕсли Рея Ментелморн сопровождает группу, во время пятидневного пути до Кэндлкипа она расскажет на привале такую легенду: \n\n>«Беды начались более столетия назад. Бестии проникли на земли к северу и западу от Эльтуреля. Они оскверняли поля, резали скот, разрушали дома, а народ похищали — и судьба пропавших была неизвестна, но, вне сомнения, ужасна. Ужас охватил сердца всех. \n\n>Городская конница проскакала постране, рубя бестий всюду, где находила, и несла ужасные потери. Но этого было недостаточно. За каждую убитую бестию, казалось, появлялось две. Владыка Эльтуреля, верховный всадник, велел народу молить богов о спасении. И ко всеобщему изумлению, на следующий день в город спустилась могучая ангельская дева. Её звали Зариэль, что значит Спутница Света. Молитвы Эльтуреля были услышаны — подмога пришла! \n\n>Зариэль нашла врата, через которые в наш мир прорывались бестии, на Полях Мёртвых к западу от города. Зариэль объявила, что поведёт конницу на Авернус, чтобы разбить собравшуюся там орду и нанести сокрушающий удар силам тьмы. \n\n>Верховный всадник отправил рыцарей Эльтуреля, которых теперь были тысячи, а Зариэль возглавила их верхом на золотом мастодонте. С яростными криками Зариэль и её армия ринулись во врата. Легионы Авернуса содрогнулись в ужасе от её натиска, но не отступили. Зариэль потерпела поражение, а остатки её воинства вернулись в Эльтурель. Они печалились, что потеряли славного полководца, но не сомневались, что отныне владыки Девяти Преисподних дважды подумают, прежде чем снова грозить Эльтурелю. \n\n>И было великое празднование во славу отважных рыцарей, и стого дня они зовутся Всадниками Преисподней»\n\n## (ур.4) Кэндлкип\n\nИскатели приключений относят дьявольскую коробку с секретом Тейвиуса Крига мудрецу-тифлингу в Кэндлкип. Чтобы спасти Эльтурель, она подсказы вает героям, как попасть в Девять Преисподних, даёт карту Авернуса и проводника-оллифанта.\n\n---\n\nКэндлкип — это крепость, приютившаяся на скале, нависающей над морем Мечей. К ней ведёт лишь одна дорога — Львиный тракт, который ответвляется на запад от Прибрежного. \n\nКэндлкип всегда открыт для посетителей и славится одной из величайших библиотек на Фейруне. Монахи Кэндлкипа хранят пророчества Алондо Видящего, одинокого мудреца, чьи предсказания за много лет оказались верны. После смерти Алондо Кэндлкип стал местом почитания его пророчеств и накопления знаний в целом. Если нужно раскрыть тайну, ключ к ней наверняка можно найти в Кэндлкипе. \n\nСцены в Кэндлкипе основаны на общении и исследовании. Здесь произойдут такие события: \n\n* Персонажи прибудут в Кэндлкип. Цена входа в него — такая книга, какой ещё нет в библиотеке монахов. \n* Персонажи встретят Сильвиру Савикас, мудрецатифлинга. Она знает, как открыть дьявольскую коробку с секретом Тейвиуса Крига. \n* Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение, но Гаргот приведёт убедительные аргументы зато, чтобы взять щите собой. \n* Сильвира поможет персонажам добраться до Эльтуреля и даст им неточную карту Авернуса. Рея Ментелморн готова пойти с персонажами, а вот Фаластер Фиск решит остаться.\n\n### Львиный тракт \n\nЗачитайте следующий текст, чтобы описать последний день пути до Кэндлкипа: \n\n>В последние четыре дня погода на Прибрежном тракте явно испортилась. Из тёмных туч льёт как из ведра, дорога размокла до жидкой грязи, но вы всё ещё едете мимо купеческих караванов, направляющихся на север. \n\n>Утром пятого дня дождь утихает, но тучи не рассеиваются. Впереди вы видите ответвление от тракта, ведущее к морю. Мрачный ворон сидит на дорожном указателе с двумя стрелками, указывающими на запад. Одна стрелка гласит: «Львиный тракт». Другая: «Кэндлкип». \n\nНаправившись на запад по Львиному тракту, персонажи прибудут в Кэндлкип к середине дня. Можете показать игрокам иллюстрацию Кэндлкипа и описать им вид, зачитав следующий текст: \n\n>Полуденное солнце пробивается сквозь тучи, освещая серые стены и шпили старой крепости, которая величественно высится на скалистом утёсе над морем. Дорога ведёт прямо туда.\n\n### Вход в Кэндлкип \n\nКто-то попадает в Кэндлкип по воздуху, но большинство прибывает пешком или верхом. Когда персонажи ока жутся у ворот, зачитайте игрокам следующий текст: \n\n>У ворот вас приветствуют три монаха в лиловых мантиях: человек, щитовой дварф и солнечный эльф. На шее у каждого висит символ Денира, бога письменности, — зажжённая свеча над открытым глазом. \n\n>«Добро пожаловать в Кэндлкип! — говорит эльф на всеобщем. — Чтобы вас впустили, требуется дар. Вы должны пожертвовать книгу или свиток, которых ещё нет в архивах библиотеки. Прошу представить ваш дар для изучения». \n\nВсе трое монахов — нейтральные добрые **священники** Денира (добавьте расовые особенности к их параметрам при необходимости). Монахи изучат любую книгу или свиток, которые им дадут, при этом символы религии на их шеях слегка светятся. \n\nМонахи с радостью примут «Апокалипто» (чёрная книга с виллы Вантампуров, см. зону В13, стр. 36), книгу калишитских рецептов Фаластера Фиска или книгу заклина ний и пропустят персонажей в Кэндлкип. Одного такого подарка достаточно, чтобы пропустить всю группу в би блиотеку. Если персонаж предложит другую книгу или свиток, вы решаете, примут ли монахи этот дар. \n\nЕсли персонажи попытаются проникнуть в Кэндлкип тайно или силой, их остановит охрана крепости, как описано во врезке «Защита Кэндлкипа». \n\nКогда их впустят, персонажи могут ходить где вздумается и оставаться в библиотеке сколько захотят. Внешние здания — это общежития монахов и жильё для гостей, а также служебные здания, необходимые такому закрытому поселению (бани, мастерские портных, склады, сады и тому подобное). В Кэндлкипе даже есть паб под названием «Очаг». \n\n#### «Очаг» \n\nВ кэндлкипском пабе гости и монахи могут отдохнуть в хорошей компании и пообедать. Зачитайте следующий текст, описывая «Очаг»: \n\n>У паба низкий потолок с массивными деревянными стропилами и узкие окна со ставнями. Огромный очаг в центре зала окружён шестью столами и скамейками. \n\nОдновременно тут могут сидеть до тридцати посетителей. «Очаг» открыт круглые сутки, и огонь в центре никогда не гаснет. Днём в пабе обычно дюжина посети телей, во время обеда и ужина — больше. \n\nПри первом появлении персонажей в пабе один не обычный завсегдатай: хаотичный добрый **огр**, носящий *тиару интеллекта*. Он одиноко сидит в углу, почитывая книгу *«Сумма теологии»* св. Витиры — служителя Огмы, бога знаний. \n\nВсего несколько лет назад этот огр не отличался от грубых и жестоких сородичей. Но потом он встретил искателя приключений, полурослика, носившего золотую тиару интеллекта, прибил эту мелочь и завладел предметом. Он сумел настроиться на тиару, и та увеличилась для него в размерах. Став умнее, огр осознал, что поступал неправильно, и решил изменить свою жизнь. Он выбрал себе имя Малютка в честь бедняги-полурослика, чью жизнь оборвал. \n\nВоспитанное общество отвергло его, а потому Малютка приехал в Кэндлкип, чтобы учиться и узнать как можно больше. Он ведёт себя тихо, но стал достопримечательностью крепости. Монахи с ним всегда здороваются и советуют ему новые книги. \n\n### Сильвира Савикас \n\nКогда персонажи будут готовы, они могут отправиться в главный бастион, возвышающийся над остальной кре постью. Здесь обитают сотни монахов и волшебников и хранятся тысячи книг и свитков. Там персонажи всегда встретят любезных монахов, которые подскажут им, куда идти. Если Фаластер Фиск сопровождает группу, он уже знает, где лаборатория Сильвиры: в одной из башен Кэндлкипа. Когда персонажи придут на место, зачитайте следующее: \n\n>В стенах этого помещения в круглой башне зияют полукруглые окна, сейчас закрытые ставнями. Между окон стоят книжные шкафы, заполненные загадочными книгами, а на столах стоят банки с образцами и алхи мические приборы в полном беспорядке. На полу помещения выложена большая девятилучевая звезда. \n\n>У одного окна стоит женщина-тифлинг средних лет в мантии волшебника, поглощённая размышлениями. Науглу стола сидит тощий маленький демон с зелёной пупырчатой кожей, выпученными глазами, чёрными рожками и хвостиком, похожим на плеть. \n\n>«Очень рада вас видеть, — говорит тифлинг. — Что вы мне принесли?» \n\nСильвира Савикас — принципиальный нейтральный тифлинг-**архимаг**, одна из выдающихся мудрецов Кэндлкипа. Она специализируется на знаниях о Внешних пла нах. Помимо прочих навыков, у неё Расследование +13. Она говорит на всеобщем, демоническом, драконьем, дьявольском, небесном и первозданном языках. Её фамильяр, **квазит** Иезавель, придаёт её жизни необходимую долю хаоса и беспорядка. Вряд ли Сильвира вступит в бой, но если до этого дойдёт, помните, что у тифлингов устойчивость к урону огнём и ночное зрение на расстоянии до 60 футов.\n\n> #### Защита Кэндлкипа \n\n>Штурмовать Кэндлкип глупо и безрассудно. Большинство монахов — простые учёные, но среди них есть и могучие заклинатели. В случае угрозы **архимаг** и [[/r 1d4]] **мага** немедленно явятся проверить, что случилось. Если они не смогут быстро взять ситуацию под контроль, им на помощь придёт ещё [[/r 1d4]] **архимага**.\n\nЕсли у персонажей нет при себе коробки с секретом Тейвиуса Крига, Сильвира будет разочарована, но попытается это скрыть. Если ей покажут коробку, она немедленно её схватит и внимательно изучит. Такой же интерес у неё вызовет Щит Скрытого Владыки (она зовёт его «Щитом Гаргота»), но прикасаться к нему она не станет. \n\n#### Тейвиус и коробка с секретом \n\nО Тейвиусе Криге и его дьявольской коробке с секретом Сильвира скажет вот что: \n\n>«Я давно подозревала высшего наблюдателя Эльтуреля, но никто меня не слушал. Крига считали героем, который якобы спас город от орд нежити и основал священную страну Эльтургард. \n\n>Пользуясь своей славой, Тейвиус заставил всех жителей Эльтуреля принести клятву—Нерушимую Присягу, обязавшую их защищать Эльтургард. Я встречалась с ним много лет назад и инстинктивно почуяла, что он самозванец. Позже я заподозрила, что он заключил сделку с кем-то из могущественных дьяволов, а с помощью Нерушимой Присяги втянул в эту сделку весь Эльтурель. \n\n>Я собираюсь доказать свою гипотезу. Думаю, доказательство заперто в этой коробке с секретом». \n\nСильвира — знаток магических коробок с секретом, несколько штук она сделала сама и продала. Если персо нажи дадут ей *дьявольскую коробку с секретом*, она её изучит, попросит Иезавель принести склянку тёмной жидкости, выльет немного на жёлобки в форме лабиринта, покрывающие поверхность коробки. Затем она повертит коробку, чтобы жидкость протекла в нужном направле нии по узорам желобков. Наконец покрытие на коробке раздастся, и она откроется. \n\nВнутри коробки окажется стопка из девяти трёхдюй мовых пластин из тёмного железа, скреплённых цепью и покрытых дьявольскими рунами. Любой, кто понимает дьявольский язык, может перевести их: \n\n>Да будет известно, что я, Тейвиус Криг, высший наблюдатель Эльтуреля, присягаю моей госпоже Зариэли, владычице Авернуса, соблюсти договор, заключённый в сей клятве. \n\n>Отныне я подчинюсь Зариэли во всём и навсегда. Её я ставлю превыше всех созданий, живых и мёртвых. Я покорюсь ей вжизни и посмертии стрепетом и беспрекословно. \n\n>Я принимаю в пользование устройство под названием Солярный Сокрыватель, далее именуемое Спутник. Как высший наблюдатель Эльтуреля и его вассалов, я признаю, что все земли под светом Спутника обещаны Зариэли. Все лица, связанные присягой защищать Эльтурель, также обе щаны ей. Я также признаю, что пользование устройством продлится пятьдесят лет, после чего Спутник вернётся туда, откуда явился, и заберёте собою Эльтурель и присяг нувших ему защитников, если будет на то воля Зариэли. \n\n>И в этом я приношу вечную клятву. \n\nЕсли Рея Ментелморн присутствует при этом, откровение так поразит её, что она рухнет на пол, рыдая по Эльтурелю. Она связана с городом Нерушимой Присягой и понимает, что теперь вернуться в него необходимо. «Если Зариэли нужна моя душа, — скажет Рея, — пусть попробует забрать у меня лично!» \n\n#### Гаргот и щит \n\nВот что Сильвира скажет о Щите Скрытого Владыки и запертом в нём дьяволе: \n\n>«Этот щит—символ победы добра над злом. При виде такой красоты нетрудно забыть о том, какую чудовищную силу он сдерживает. Думаю, имя ему Гаргот, хотя он предпочитает, чтобы его называли Скрытым Владыкой. Он был исчадием ада, и Асмодей послал его искушать души на Материальном плане. Здесь он обрёл столько последователей, сколько есть не у всех богов. Так Гаргот стал своего рода полубогом, а приток последователей всё больше увеличивал его мощь. О, как низко он теперь пал! \n\n>Щит обладает способностью искажать всё вокруг себя. Семейство Хьюнов во Вратах Балдура хранило его много лет. Не сомневаюсь, что они хотели бы его вернуть, но щит не должен находиться там, где обитают тысячи смертных. Его нужно запереть в межпространственном кармане, где он не сможет искушать души!» \n\nЕсли персонажи задумаются, не оставить ли щит Сильвире, Гаргот телепатически свяжется с персонажем, обладающим наибольшим влиянием в группе, и предложит альтернативный вариант: \n\n>«Отнесите меня в Девять Преисподних, и я клянусь, что верно послужу вам проводником и советником!»\n\nГаргот не лжёт — дьявол отчаянно хочет вернуть щит в Девять Преисподних. Он ошибочно полагает, что сможет вырваться из щита, оказавшись там. Сильвира оставит за персонажами последнее слово, что делать со щитом. В душе она почувствует облегчение, если персонажи заберут щит, — она знает, что злые Рыцари Щита не прекратят свои поиски. \n\n#### Карта Авернуса на постере \n\nЕсли персонажи намерены спасти Эльтурель, Сильвира может дать им карту Авернуса — такая в Кэндлкипе только одна. В этот момент разверните карту Авернуса на постере и позвольте игрокам её изучить. Затем Сильвира предостережёт персонажей: \n\n>«Эта карта не вполне надёжна, — признаётся Сильвира.— Картограф сошёл сума, работая над ней». \n\nПодробности о том, как использовать карту на постере, см. в главе з.\n\n## Путь на Авернус \n\nСильвира может подготовить заклинание планарный пере ход, но в этом нет смысла — магические обереги Кэндлкипа не позволяют перемещаться в библиотеку и из неё таким образом. Вместо этого она предложит иной план, как отправить персонажей в Девять Преисподних: \n\n>«В башне милях в двадцати отсюда живёт волшебник по имени Траксигор. Я ему одолжила пару книг заклинаний, так что он у меня в долгу. Я могу безопасно доставить вас к башне, ауже он сотворит планарный переход и закинет вас прямо в Эльтурель. Важный момент: Траксигор присматривает за моей старой подругой, которая давным-давно сражалась с дьяволами в Девяти Преисподних. Думаю, она вам понравится. Её зовут Лулу». \n\nПерсонажам необязательно сразу отправляться в башню Траксигора. Если они захотят некоторое время побыть в Кэндлкипе, Сильвира с радостью их приютит. Но если персонажи задержатся, Рея Ментелморн будет их торо пить. Фаластер Фиск расстанется с группой после этого и останется в Кэндлкипе на несколько дней, а затем вернётся во Врата Балдура. \n\nВ библиотеке Кэндлкипа герои смогут больше узнать о Девяти Преисподних. В главе 2 Dungeon Master's Guide («Ру ководства мастера подземелий») есть сведения обо всех девяти кругах. Персонажи могут узнать всё это, проведя день-другой за чтением книг об этом плане. Персонажи также могут почитать о дьяволах и узнать всё, что изложено в раз деле «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Когда персонажи будут готовы отправиться к башне Траксигора, зачитайте или перескажите игрокам следующий текст: \n\n>Сильвира выводит вас на посадочную площадку в форме полумесяца, откуда открывается чудесный вид на море. Вас уже ждут несколько осёдланных грифонов и их укротители. «Грифонам велено отвезти вас к башне Траксигора, — говорит Сильвира. — Не бойтесь, это не опасно!» \n\nУкротители могут помочь персонажам влезть на грифонов. Каждый грифон может унести одного седока с его снаряжением. Когда все персонажи сядут, зачитайте следующее: \n\n>Грифоны взлетают чуть ниже облаков и направляются прямо в море. С высоты Кэндлкип выглядит столь же величественно, но вот он уменьшается, и грифоны направляются на запад. Под вами проносятся скалистые острова, а за ними раскинулось открытое море. После долгого полёта вы наконец видите каменную башню без окон и дверей, которая каким-то чудом парит в небесах. Грифоны пролетают сквозь зубчатые отверстия в конической крыше башни и приземляются на площадку. Оттуда вниз ведёт винтовая лестница. \n\n### Башня Траксигора \n\nКогда грифоны приземлятся, персонажи могут спе шиться и спуститься по лестнице в башню Траксигора. Доставив группу в башню, грифоны после короткого отдыха улетят обратно в Кэндлкип. Зачитайте или перескажите игрокам следующий текст, когда персонажи спустятся в башню: \n\n>Этажом ниже вы оказываетесь в захламлённой комнате, освещённой самыми разными вещами, на которые сотворили заклинание вечный свет. По комнате расхаживает выдра в маленькой красной мантии. Выдра бормочет себе под нос на всеобщем что-то о пропавшем металлическом стержне. Внезапно она замечает вас и останавливается. \n\n>«Лулу! Проснись! Гости прибыли!» Услышав это имя, из-под груды одеял возле столика, заваленного алхимическим оборудованием, вылезает слоник с золотистой шерстью. Слоник взлетает на пернатых крыльях и радостно трубит хоботом. \n\nТраксигор превратился в выдру много лет назад, решил, что эта форма ему нравится больше, чем предыдущая форма старого мудреца, и сделал форму выдры постоянной с помощью заклинания *желание*. У него параметры **архимага**, не считая того, что он маленькое животное с Силой 3. Мировоззрение у него хаотичное доброе, он говорит на всеобщем, гномьем, дварфийском, драконьем, полуросличьем и троглодитском. \n\nВместо заклинания *телепортация* у него подготовлен *планарный переход*, а ищет он раздвоенный металлический стержень, необходимый для сотворения этого заклинания. Он уже немного знает о персонажах благодаря заклинаниям *послание*, отправленным Сильвирой Савикас перед их прибытием. \n\nГерои могут помочь Траксигору в поисках стержня, настроенного на Девять Преисподних. Тот, кто получит наибольший результат при проверке **Мудрости (Внимание), найдёт стержень**. Тот, кто получит меньше всех, найдёт случайную безделушку, выбранную броском по таблице в главе 5 Player’s Handbook («Книги игрока»), Траксигор не против, если персонаж оставит безделушку себе, и не помнит, откуда она взялась. \n\n### Оллифант Лулу \n\nЛулу — **оллифант** (параметры см. на стр. 242), она потеряла память и особенность Врождённые заклинания (это не влияет на класс опасности). Врождённые заклинания вернутся к ней в ходе приключений следующим образом: \n\n* В главе 2 к Лулу вернётся способность неограниченно творить свет, когда она впервые попадает в Эльтурель. \n* В главе 4 к Лулу вернутся применяемые два раза в день заклинания (благословение, защита от зла и от добра и ис целение ран), когда она попадёт в Кровавую Цитадель. \n* В главе 5 к Лулу вернутся применяемые один раз в день заклинания (возвращение к жизни, изгнание, излечение, метаморфоза и телепортация), когда она поможет вернуть Зариэли её меч.\n\n#### История Лулу \n\nСильвира встретила Лулу, когда изучала портал в Девять Преисподних в Полях Мёртвых к западу от Эльтуреля, и подружилась с ней. Одно время Лулу жила с Сильвирой в Кэндлкипе, но не поладила с фамильяром-квазитом Иезавелью. Сильвира решила, что Лулу будет отличной спутницей для Траксигора, учитывая его эксцентрич ность и доброту. Лулу жизненно необходима для успеха персонажей, хотя они этого пока не понимают. \n\nЛулу умеет говорить на небесном, но предпочитает телепатию, позволяющую ей общаться одновременно с одним существом. Если персонаж спросит Лулу о её битвах с дьяволами в Девяти Преисподних, она расска жет вот что: \n\n>«Я была с ангелом Зариэлью, когда она собрала воинство Всадников Преисподней и вторглась на Авернус. Мы прошли через врата, рассекая дьяволов, как песня режет воздух. Победа была так близка, но часть Всадников Преисподней предала нас. Они бежали обратно через врата и закрыли их за собой. \n\n>Прежде чем Зариэль схватили, она велела мне спрятать её меч, дабы он не попал в дурные руки. Кто-то помог мне спрятать меч, но не помню кто. Мы нашли подходящее место, но не помню где. Я сбежала с Авернуса, но не помню как. У меня почти не осталось воспоминаний, но не помню почему». \n\nПамять Лулу серьёзно повредилась при событиях, которые она не помнит, но вот вам краткое описание этих событий для удобства. \n\nЛулу была не просто спутницей Зариэли. Она была лучшей подругой ангела и её боевым скакуном, умела превращаться в крылатого золотистого мамонта. Они дружили много столетий. \n\nКогда стало ясно, что поражение на Авернусе неизбежно, Зариэль доверила свой меч Яэли, вернейшей из своих генералов, и велела Лулу помочь Яэли спрятать оружие. Лулу и Яэль ринулись сквозь орду демонов под предводительством демонического владыки Йеногу и с трудом прорвались. Любимец Йеногу, исполинский демон Крокек’тоик, гнался за Яэлью и Лулу по всему Авернусу, пытаясь сожрать. Но Яэль успела погрузить священный клинок Зариэли в камень, а Лулу влила в него всю свою небесную сущность до последней капли. Вокруг меча выросла крепость, отпугивавшая любое зло. Этот подвиг так истощил Лулу, что она растерялась и улетела, оставив Яэль. \n\nЛулу скиталась по Авернусу месяцами, прежде чем наткнулась на странствующий рынок — Бродячий Базар. Ракшаса Махади обманом втёрся к ней в доверие, но затем сбрызнул её водой из реки Стикс, из-за чего рассудок её повредился, а магическая сила ушла. Затем Махади отдал Лулу группе дьяволов как дар архидьяво лице Зариэли. Зариэль не смогла выносить вида Лулу, но и навредить старой подруге у неё не поднялась рука. Так что Зариэль отправила Лулу обратно на Фейрун, вернув ей рассудок. Увы, память Лулу так и не удалось восстановить. \n\nВоспоминания Лулу \n\n|[[/r 1d6]]|Воспоминание| \n|:---|:---|\n|1 |«Когда-то я умела превращаться в золотистого мамонта! И Зариэль ездила на мне в бою!» |\n|2 |«Яэль, вернейшая Всадница Преисподней, погрузила меч в камень. А я излила всю доброту своего сердца до капли, чтобы воздвигнуть вокруг него щит, крепость против зла». |\n|3 |«Владыка демонов Йеногу хочетуничтожитьмеч Зариэли. Он ненавидит и меч, и её. Мы как-то с ним сражались, но не помню где». |\n|4 |«Я долго блуждала по Авернусу, а потом спряталась в месте под названием Бродячий Базар. Там у меня был друг по имени Махади. Может, он нам поможет». |\n|5 |«Прежней Зариэли больше нет, теперь это дьяволица, излучающая пламя и ненависть. \"Такова я на самом деле — сказала она мне — Умирая, демоны в ужасе кричат моё имя\". Это последнее, что сказала мне Зариэль».|\n|6 |«Это Зариэль отправила меня обратно. Не знаю почему. Может, в глубине её души ещё осталась искорка добра?»|\n\n#### Возвращение воспоминаний \n\nДружба важна для духа и тела Лулу. Чем больше оллифант подружится с персонажами, тем быстрее к ней вернутся утерянные воспоминания. До конца приключе ния Лулу может обретать воспоминания тогда, когда вы решите. В идеале воспоминания должны возвращаться по одному в моменты, когда её дружба с персонажами кажется важной. Когда к Лулу вернутся все заклинания, вернутся и оставшиеся воспоминания. \n\nКогда придёт время вспомнить что-либо, можете бросить [[/r 1d6]] и свериться с таблицей «Воспоминания Лулу», чтобы узнать, что она вспомнила, а можете просто вы брать воспоминание. Если бросок выдал уже вернувше еся воспоминание, перебросьте или выберите другое. \n\n#### Отыгрыш Лулу\n\nВо всём тельце Лулу нет ни одной злой косточки. Она верит в магию дружбы и мечтает надрать злодеям попки плечом к плечу с персонажами. \n\nЕсли вас утомит играть за Лулу как персонажа мастера, можете отдать её одному из игроков как второго персонажа. Дайте согласному на это игроку копию блока параметров Лулу (стр. 242), отметив, что сейчас у Лулу нет особенности Врождённые заклинания. Когда к ней вернутся воспоминания и отдельные заклинания, сообщите игроку об этих переменах в персонаже. \n\n### Планарный переход \n\nПрежде чем покинуть башню Траксигора, персонажи должны достичь 5-го уровня. Когда они будут готовы отправиться на Авернус, зачитайте следующий текст: \n\n>Вы все становитесь в круг, Траксигор звякает металлическим стержнем о пол и творит заклинание планарный переход."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.2","coreVersion":"11.315","createdTime":1705527444466,"modifiedTime":1710099625866,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"sort":300000,"name":"(ур.5-6) Глава2. Падший Элтурель","type":"text","_id":"Xytu3WCsSFkL14ZX","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Некогда Эльтурель был священным городом, где народ почитал Латандера, Торма, Хельма и Тира. Ныне это обитель гибели и отчаяния, подвешенная в пятиста футах над рекою Стикс. Восемь огромных цепей держат город на зазубренных столпах из дьявольского железа, торчащих из земли исполинскими пиками (подробное описание цепей см. в разделе «Спуск по це пям» в конце этой главы). Подножье каж дого столпа сторожат десятки дьяволов, из-за чего сбе жать из города, спустившись по цепям, весьма трудно. Спутник, второе солнце, что дарило городу покой и за щиту, теперь взирает на Эльтурель как око погибели — чёрная пустота, разрываемая молниями.

Лишь одно обстоятельство не позволило дьяволам захватить город: мощное нашествие демонов, атакую щих позиции дьяволов на земле. Дьяволам приходится отбиваться от демонических орд и выжидать, пока не появится возможность отправить войска и подчинить оставшихся жителей Эльтуреля. Но отдельные демоны, дьяволы и прочие твари уже проникли в город. У персо нажей будет время узнать о положении дел в Эльтуреле и придумать, как спасти город от полной погибели.

Пока персонажи разбираются в ситуации, они слышат какофонию схватки из глубины под городом. Несконча емый поток демонов рвётся из мутных вод реки Стикс навстречу легионам Авернуса, готовым отразить атаку. Битва длится всё то время, пока персонажи остаются в Эльтуреле.

Проведение этой главы

На диаграмме 2.1 отмечены ключевые события этой главы по порядку.

Искатели приключений должны достичь 5-го уровня к тому времени, как прибудут в Эльтурель. Они появятся в восточной части города, где сейчас опаснее всего. Персонажам надо пройти к собору Высокого Зала, Рея Ментелморн может стать их проводницей. После уничтоже ния бестий в соборе и катакомбах под ним персонажи должны достичь 6-го уровня.

Выжившие персонажи мастера, спрятавшиеся в склепах под Высоким Залом, попросят персонажей найти верховного герцога Ульдера Рейвенгарда из Врат Балдура, который поневоле стал защитником Эльтуреля. Поиски приведут персонажей в церковь на великом кладбище Эльтуреля, где Ульдер Рейвенгард впал в шок после телепатического контакта с демоническим влады кой Бафометом. Доставив Рейвенгарда в безопасности в Высокий Зал и исцелив его, персонажи должны до стичь 7-го уровня. Теперь они готовы покинуть Эльтурель и искать способы освободить город из цепей и вернуть его остатки на Фейрун.

(ур.5) Прибытие в Эльтурель

Заклинание планарный переход переносит волшебника Траксигора и не более восьми других существ в Эльтурель. В это число входят оллифант Лулу и Рея Ментелморн, если она ещё с группой. Когда группа прибудет в Эльтурель, зачитайте игрокам следующий текст:

Вас окутывает обжигающе жаркий воздух. На улице, где вы стоите, здания растрескались и начали обвали ваться. Земля у вас под ногами содрогается. В дымно багровом небе висит сфера тьмы диаметром 400 футов, обрушивающая на город разряды иссиня-белых молний через неравные промежутки. Вдали на высоком утёсе над городом возвышается полуобвалившаяся крепость.

Траксигор нервно смотрит на чёрный шар, бормочет волшебные слова и исчезает в мгновение ока.

Траксигор сотворил заклинание остановка времени, чтобы сбежать с помощью заклинания полёт. Прежде чем остановка времени закончится и персонажи успеют среагировать, он уже исчезнет. Любой персонаж, успешно пройдя проверку Интеллекта (Магия) со СЛ 19, поймёт, как Траксигор сбежал. Группа больше не встретит Траксигора, если только вы не решите ввести его снова по ходу приключения. Траксигору незачем спасать Эльтурель или помогать кому-либо в Войне Крови. За вершив долгий отдых, он снова сотворит планарный пере ход и вернётся в свою башню на Материальном плане.

У персонажей и их спутников есть пара минут, чтобы привыкнуть к новой обстановке, прежде чем они встре тят первую угрозу в городе (см. «Горячий приём» далее). Подробности о землетрясениях и прочих опасностях см. во врезке «Опасности Эльтуреля» на стр. 55.

Попав на Авернус, оллифант Лулу возвращает себе способность неограниченно творить врождённое заклинание свет. Что же касается воспоминаний, поначалу она поймёт, что окружение кажется ей знакомым, но пуга ющим. Звуки и запахи Авернуса пробуждают воспоми нания о падении Зариэли и первых её днях на Нижних планах. Проведя больше времени на Авернусе и по общавшись с ключевыми персонажами мастера, Лулу постепенно пробудит воспоминания, которые помогут персонажам спасти город.

Рея Ментелморн придёт в ужас при виде разорённого Эльтуреля и ещё больше загорится идеей спасти город от гибели. Она предложит отвести персонажей в собор Высокого Зала, где надеется найти лидеров выживших.

Если персонажи взяли с собой Щит Скрытого Владыки, Гаргот попытается вырваться из плена и потерпит неудачу. Персонажи не узнают о попытке Гаргота, но тот будет ста новиться всё более подавленным и нетерпеливым, пока они будут исследовать Эльтурель. Гаргот настаивает, чтобы пер сонажи не задерживались в городе, иначе их затянет в реку Стикс вместе с ним. Втайне исчадие ада надеется, что пред ставится новый шанс сбежать, когда персонажи покинут Эльтурель и начнут исследовать Авернус.

Горячий приём

Первая для персонажей сцена в Эльтуреле будет жесто кой. Несколько мирных горожан прятались от дьяволов, патрулирующих улицы, но голод и жажда вынудили их выйти из укрытия. Дьяволы заметили горожан и атаковали, и теперь герои — их последняя надежда на выживание.

Зачитайте следующий текст, чтобы описать сцену после прибытия персонажей в Эльтурель:

Из-за угла ещё не обвалившегося здания выбегает женщина, несущая по малышу в каждой руке. За ней гонятся три чудовища Преисподней с глефами в руках и змеящимися бородами. Бестии зловеще хохочут.

Этих @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатых дьяволов} зовут Бласс, Нодд и Танн, они проникли в город, чтобы нести разрушение. Харкина Хант и её сыновья-близнецы Эзо и Браск искали пропи тание, когда дьяволы их заметили. Погоня привела их на эту улицу в 30 футах от места прибытия персонажей.

Если персонажи не вмешаются, бородатые дьяволы настигнут мирных людей за пару раундов и схватят их. После этого пленников продадут в рабство на Бродячем Базаре (см. стр. 123) за услуги или товары, которые помогут дьяволам повысить свой статус.

Вступив в эту сцену, все совершают броски инициативы. В свои ходы Лулу и Рея, едва заметив, что троих людей атакуют дьяволы, немедленно бросаются им на вы ручку, независимо от поведения персонажей. Лулу не будет трубить иначе как в качестве последнего средства, опасаясь ранить семью или привлечь других бестий.

Если дьяволы снизят ПЗ Хантов до 0, те потеряют сознание, а не умрут, ведь дьяволам они нужны как пленники. Персонажам и их спутникам дьяволы такой любезности не окажут.

Последствия

Если герои спасут семью Хантов, Харкина будет бесконечно благодарна. Она лишь @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдин}, но носит длинный лук, с которым умела в обращении. С его по мощью она защищает семью. Помимо лука, у неё колчан с сорока стрелами, из которых двадцать посеребрены. Харкина может рассказать о текущей обстановке в городе вот что:

Если персонажи схватят и допросят бородатого дьявола или любого другого дьявола, встреченного в Эльтуреле, тот выдаст такие сведения при успешной проверке Харизмы (Запугивание) со СЛ 15 в обмен на обещание отпустить его:

Управление мирными жителями

Персонажи могут спасти выживших в восточной части Эльтуреля, и все они отчаянно просят группу отвести их в относительно безопасное место в западной части города. Когда начинается новый бой, а с героями идут уязвимые персонажи мастера, вы сами решаете, что с ними делать в бою.

Самый простой вариант персонажи мастера отступают и не ввязываются в бой. Пусть они ограничатся тем, что следуют за персонажами или прячутся от врагов. В бою вы можете буквально забыть о них, считая, что те немногие, кто способен драться, разбираются с незначительными угрозами на фоне, пока герои рубятся с серьёзными врагами. Боеспособные персонажи мастера могут и поучаствовать в бою, если вы готовы играть за них. Пусть все они действуют при одном значении инициативы и в большей степени помогают героям, а не ввязываются в отдельные схватки.

Если герои возьмут с собой персонажей мастера, это повышает шансы столкнуться с врагами при переходе по городу. Бросая d20 для определения, произойдёт ли случайная сцена (см. «Другие сцены в Эльтуреле»), считайте, что сцена происходит при результате 9 или выше.

Другие сцены в Эльтуреле

После первой сцены с семейством Хантов и бородатыми дьяволами персонажи наверняка хотят как можно скорее добраться до Высокого Зала и найти верховного герцога Рейвенгарда. Разверните карту на постере Эльтурелем вверх, если ещё не сделали этого, чтобы игроки увидели план города и поняли, куда им двигаться, чтобы попасть в Высокий Зал. Карта 2.1 на стр. 56 — умень шенный вариант карты на постере с обозначениями для мастера.

Когда группа переходит от одного обозначенного на карте места к другому, бросайте d20. При результате 11 или выше происходит сцена при перемещении по го роду. К примеру, совершите такую проверку, когда персонажи отправятся к мосту. Когда персонажи перейдут мост и двинутся к Высокому Залу, совершите ещё одну проверку. Также проводите проверки, если персонажи бродят по улицам или ищут других выживших.

Если должна произойти сцена, сделайте бросок по та блице «Сцены в Эльтуреле» или выберите сцену на свой вкус. Каждая сцена должна происходить лишь однажды. Если у вас выпала сцена, которая уже случалась, пере бросьте или выберите сцену сами. Сцены описаны в алфавитном порядке после таблицы.

Сцены в Эльтуреле

d10Сцена
1Беспрецедентная сделка
2Врак-философ
3Крик о помощи
4Недовольный патруль
5Орда зомби d10 Сцена
6Рухнувшее здание
7Рыцарь-нарзугон
8Стая упырей
9Трапеза вурдалаков
10Языки пламени

Беспрецедентная сделка

Проходя мимо переулка, персонажи заметят, как @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{бес }говорит с полуросликом. Собеседники увлечены друг другом, так что персонажам нетрудно подобраться ближе и подслушать разговор на всеобщем. Полурос лик — пекарь (@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдин}) по имени Пилстер Пеблхак, который вместе с семьёй спрятался в подвале своей пе карни. У них заканчивается еда, так что Пилстер дерзнул выбраться на улицу в поисках провизии. Бес Перчиллюкс предлагает Пилстеру месячный запас провизии по скромной цене — всего лишь его душа. При появле нии героев Пилстер готов подписать контракт.

Контракт написан на пергаменте из полуросличьей кожи. Если любой персонаж прервёт подписание и попро сит почитать контракт, бес ответит, что это не их дело. Но Пилстер будет рад их вмешательству, поскольку уже начал сожалеть о сделке, и передаст контракт персонажам. При успешной проверке Интеллекта (Расследование) со СЛ15 в запутанном тексте удастся разобрать, что бес получит души всей семьи Пилстера, если тот подпишет контракт.

Если персонажи атакуют беса, тот станет невиди мым и попытается сбежать. Если персонажи помешают Пилстеру продать душу, он будет умолять отвести его и семью в безопасное место. Его жена Мерривиль и трое детей тут неподалёку.

Сокровища. Помимо контракта, бес носит монету души (см. стр. 22$) от прошлой сделки, которую собирался пе редать своему господину.

Врак-философ

@UUID[Compendium.sc-creatures.sc-creatures.Actor.8IZP9OIL0A6ZfPWF]{Врак }сбежал с поля боя и улетел в город, чтобы поразмышлять о своём месте в происходящем. Пока персонажи его не трогают, он не атакует. Если герои приблизятся, врак заго ворит с ними, телепатически связываясь с персонажами по одному, если никто из них не говорит на демоническом.

Врак будет рассуждать о превратностях и возможных смыслах бытия. Если персонажи обойдутся с ним вежливо, выслушают его рассуждения и успешно пройдут проверку Харизмы (Убеждение) со СЛ 13, они могут получить от него одну небольшую услугу. Если они атакуют, врак ответит насилием на насилие.

Услуги врака могут включать рассказ о том, что про исходит под городом, о силах, охраняющих мосты между восточной и западной частями города, или о планах демонов использовать портал, чтобы попасть в город (см. зону К12 на стр. 69). Впрочем, врак не знает, где этот портал.

Крик о помощи

Персонажи слышат крик о помощи. Если они пойдут на зов, то увидят, как мужчину-человека атакуют два @UUID[Compendium.sc-creatures.sc-creatures.Actor.xxvAOQjnKiLNegxw]{булезау }(параметры см. на стр. 230). Они пробрались мимо дьяволов и забрались по удерживающим город столпам в Эльтурель.

Если персонажи спасут мужчину, тот представится как Орин Рагрон, кузнец, работавший в Эльтуреле. На самом деле Орин — замаскированный @UUID[Compendium.sc-creatures.sc-creatures.Actor.XMJMkjqW9Z34cz8I]{инкуб }по имени Фалтракс. Инкуб пытается собрать сведения о защите Эльтуреля, а затем продать той бестии, кто больше заплатит. Если персонажи раскроют сущность Фалтракса, инкуб сбежит.

Недовольный патруль

Трое @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов} под началом @UUID[Compendium.sc-creatures.sc-creatures.Actor.W4X3BntyZz5YW6PU]{меррегона }(параметры см. на стр. 239) идут по улицам, выискивая выживших смертных и демонов, просочившихся мимо дьявольских легионов под городом. Игольчатые дьяволы ворчат на дьявольском — им не по душе быть тут, пока другие убивают демонов внизу. Меррегон молча сносит подобную дерзость.

Орда зомби

Проходя мимо здания, персонажи услышат стук из-за входной двери. Дверь заклинило, но она не заперта, её можно выбить, успешно пройдя проверку Силы со СЛ 15. Если персонажи выбьют дверь, из здания грудой гниющих тел вывалятся двенадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{зомби}, погребя под собой любого, кто стоит рядом с дверью. И эти персонажи, и зомби начинают бой @UUID[Compendium.sc-common.sc-common.Item.aomEh450Wi1MFC64]{распластанными}.

Если персонажи разделаются с зомби и обыщут здание, они обнаружат, что тут была школа. В подвале хранятся пять бочонков с тремя галлонами питьевой воды в каждом.

Рухнувшее здание

Город охватывает землетрясение, и вдали рушится здание. Персонажи слышат из-под обломков крики о помощи.

Чтобы жертвы не задохнулись и не были раздавлены обломками, персонажам надо в общей сложности полу чить шесть успехов в проверках характеристик раньше, чем три провала. Базовая СЛ этих проверок равна 10. Среди проверок могут быть Сила (Атлетика), чтобы расчистить обломки, Ловкость (Акробатика), чтобы про тиснуться в щели, Интеллект (Расследование), чтобы выбрать правильное место раскопок или уберечь по стройку от обрушения, или Мудрость (Внимание), чтобы заметить опасные области, готовые снова обрушиться. Вы также можете решить, что магия или иные способно сти дают автоматические успехи.

Спасательная операция может привлечь внимание дьяволов (см. «Недовольный патруль») или иных нежелательных гостей.

Опасности Эльтуреля

В придачу к угрозам со стороны бестий и нежити в Эльтуреле персонажи вскоре узнают об опасностях, которые представляет сам город.

Падение. Любое существо, упавшее с Эльтуреля, висящего высоко над Авернусом, пролетит 500 футов и упадёт в душеразрушающие воды реки Стикс, получив 70 ([[/r 20d6]]) дробящего урона от падения. Эффект вод реки описан на стр. 77. Впрочем, персонажи, упавшие в Стикс или попавшие в разгар битвы, кипящей вокруг него, наверняка сразу же погибнут, а их тела невозможно вернуть.

Молнии. Разряды молний со Спутника обрушиваются на город примерно раз в минуту. Шансы, что молния ударит персонажей, ничтожны, но можете использовать разряды, чтобы повысить напряжение и создать спешку. Пусть молния ударит в крышу или в землю неподалёку или обрушит здание.

Сотрясения. Время от времени весь город сотрясается из стороны в сторону—это гигантские столпы, приковы вающие его к Авернусу, погружаются глубже в землю. Это вызывает такие же разрушения, как землетрясение на Материальном плане. Незакреплённые объекты падают, здания разрушаются, в земле и улицах образуются трещины, а существа распластываются.

Когда Эльтурель сотрясается, существа, стоящие на любой поверхности в городе, должны пройти испытание Ловкости со СЛ 10, при провале они распластываются. Кроме того, вы можете описать прочие повреждения и панику, вызванную сотрясением. Например, обрушивается здание, и всем стоявшим поблизости существам придётся уворачиваться от падающих обломков, проходя испытание Ловкости со СЛ 15 и получая 7 ([[/r 2d6]]) дробящего урона при провале.

Если персонажи преуспеют в своих усилиях, они вы тащат из-под обломков троих принципиальных добрых щитовых дварфов: Стровина Айронфиста, Картру Болдерштерн и Велькору Ашенвелл. Стровин и Картра — разнорабочие (используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдина}), а Велькора — каменщица и @UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{послушник }дварфийского бога Морадина. Она умеет исцелять, что может при годиться в Высоком Зале. Все трое дварфов говорят на всеобщем и дварфийском, у них ночное зрение на расстоянии до 60 футов, устойчивость к урону ядом и преимущество к испытаниям против яда.

Рыцарь-нарзугон

Нарзугон (параметры см. на стр. 241) патрулирует улицы Эльтуреля верхом на @UUID[Compendium.sc-creatures.sc-creatures.Actor.SABWJlo6aOUh0XHa]{маре}, одетой в дьявольскую сбрую (см. стр. 223). У дьявола приказ преследовать и унич тожать любых демонов, сумевших избежать битвы на земле внизу и пробраться в город.

При виде этого существа Лулу скажет персонажам, что оно очень сильное и с ним не стоит связываться.

Стая упырей

По улицам Эльтуреля бродят семеро @UUID[Compendium.sc-creatures.sc-creatures.Actor.fD9R6Ig4oKVgFpgx]{упырей }в поисках добычи. Их вожак, в прошлом плут и искатель приклю чений, носит магический клёпаный кожаный доспех, повышающий его КБ до 13 (см. «Сокровища» ниже). Раньше они были горожанами, но погибли, когда Эльтурель затянуло на Авернус. Их души исказила ужасная сила этого плана, превратив их в нежить.

Сокровища. Вожак упырей носит +1 клёпаный кожаный доспех, комплект первопроходца и поясной кошель, где лежит зелье невидимости.

Трапеза вурдалаков

Персонажи заметят четыре фигуры в плащах, которые выбираются из переулка и крадутся в дом, стараясь остаться незамеченными. Если персонажи войдут в дом, они наткнутся на четырёх @UUID[Compendium.sc-creatures.sc-creatures.Actor.eRgttPVkVIbeXxD8]{вурдалаков}, стоящих вокруг стола и пожирающих останки семьи людей, погибших здесь при переносе на Авернус. От вурдалаков разит смертью и разложением.

Разделавшись с вурдалаками, персонажи могут пройти проверку Мудрости (Внимание) со СЛ 10 и при успехе услышат слабый плач из буфета. В нём прячется девочка по имени Шора Хевран. Она не умеет драться и немедленно привяжется к первомуже персонажу, кто будет к ней добр. Шора упрямо продолжит сопро вождать персонажей, пока не окажется в безопасном месте. Если отвести её в Высокий Зал, каждый персонаж получит вдохновение, а тамошние выжившие позабо тятся о Шоре.

Языки пламени

Персонажи видят посреди улицы обугленный труп гуманоида, сжимающий в руке посеребрённый длинный меч. Едва любое существо окажется в пределах 5 футов от тела, из него извергнется язык пламени Преисподней. Каждое существо в пределах 5 футов от трупа должно пройти испытание Ловкости со СЛ 12, получая 14 ([[/r 4d16]]) урона огнём при провале или половину этого урона при успехе.

Сокровища. Если труп тщательно осмотреть, в его обго ревшем поясном кошеле найдётся уцелевший пузырёк. Это зелье силы морозного великана.

Мосты Торма

Два моста, некогда перекинутых через овраг посреди города, — единственное, что соединяет восточную и западную части Эльтуреля. Между ними теперь раскинулся бездонный разлом. Северный мост зовётся Пределом Торма, а южный — Клинком Торма. Если персонажи не умеют летать или телепортироваться, им понадобится один из этих мостов, чтобы попасть в Высокий Зал.

Когда герои приблизятся к любому из мостов, они впервые узнают подробности о разломе и увидят стражей, преграждающих путь. Зачитайте следующий текст, чтобы начать сцену:

Разлом в земле поделил Эльтурель надвое. Безумный лязг битвы, кипящей глубоко под городом, тут слышнее, его эхо доносится из скалистых глубин разлома.

Через разлом перекинут мост двадцати футов шириной и более сотни футов длиной. На каменной кладке моста вырезаны руны — он освящён именем Торма, бога отваги и самопожертвования. Шестеро созданий Преисподней стоят на страже посреди моста, озираясь по сторонам.

Каждый мост охраняет отряд дьяволов, которому велено пресечь любое сообщение между востоком и западом города. Каждый отряд состоит из двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатых дьяволов} и четырёх @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов}. Эти твари не отличаются хитростью и забрались на середину каждого моста, чтобы лучше всё видеть. Схватка с ними будет непростой, но у персонажей может найтись козырь в рукаве.

Священные руны

Любой персонаж, умелый в навыках История, Магия или Религия, поймёт, что руны, вырезанные на камнях каж дого моста, можно активировать и пробудить лучистую энергию, вредную для бестий и нежити. Коснувшись моста, персонаж может произнести молитву Торму, совершив в качестве действия проверку Интеллекта (Религия) со СЛ 15, и при успехе активирует руны на 1 минуту. Пока руны активны, любая бестия или нежить, начавшая свой ход в контакте с мостом, получит 22 ([[/r 4d10]]) лучистого урона. По окончании эффекта руны нельзя снова активировать 1 час.

(ур.5) Высокий зал

Искатели приключений прибывают в развалины Эльтуреля и пробираются к собору Высокого Зала с помощью оллифанта Лулу и, возможно, Реи Ментелморн.


Хотя силы Авернуса заняты отражением атак демонов из реки Стикс, несколько отрядов дьяволов всё же послали проникнуть в Эльтурель, чтобы сеять хаос среди выживших горожан, собирать души любых встречных смертных и испытать оборону города. Бойцы этих передовых отрядов заметили, что Высокий Зал похож на центр обороны города, где легче всего выжить. Поэтому они решили штурмовать его быстро и решительно.

Приближаясь к Высокому Залу, персонажи увидят, что дьяволы штурмуют собор крепости. Персонажи могут броситься в бой, разгромить захватчиков и временно стабилизировать ситуацию. Победив дьяволов, персонажи узнают от выживших, что верховный герцог Рейвенгард был в Высоком Зале, но недавно покинул его. Он увёл отряд солдат на городское кладбище, надеясь найти там древнюю реликвию, которая поможет спасти город.

Кратко о Высоком Зале

Высокий Зал — огромный алебастровый замок, посвящённый Торму, богу отваги и самопожертвования. Тут заседают многие религиозные и политические лидеры Эльтуреля — вернее, заседали, пока город был в мире смертных.

Вскоре после того, как Эльтурель затянуло на Авернус, на Высокий Зал упал метеорит, обрушив кабинеты и жилища всех тех, кто мог организовать оборону города. Большинство лидеров Эльтуреля при этом погибло, но верховный герцог Рейвенгард из Врат Балдура и его свита уцелели. Рейвенгард немедленно взял ситуацию под контроль, возглавил оставшиеся силы Эльтуреля и составил план обороны города. Увы, Рейвенгарду не хватило сил на то, чтобы спасти восточную часть города, а вторжения демонов и дьяволов всё больше ослабляют его позиции и в западной части.

Выжившие, в том числе руководство города, устроились в соборе Высокого Зала — пожалуй, самом безопасном и устойчивом здании, что осталось в Эльтуреле. Но даже собор подвергся нападению, и без помощи персонажей его защитники не выстоят.

Приближение к Высокому Залу

Когда персонажи подойдут к Высокому Залу, зачитайте выделенный текст, чтобы описать сцену:

Этот замок на скале когда-то был жемчужиной эльтурельской архитектуры. Сейчас сохранились лишьтри из пяти его дозорных башен, и они выглядят заброшенными. Деревянные ворота, которые вели на территорию замка, расколоты, на их месте зияет дыра.

От западной части замка осталась лишь гора разбитых кирпичей и сломанных балок. Уцелевшие здания почернели от сажи. Но вопреки всему в центре замка гордо высится собор.

При входе на территорию замка персонажи не заметят никаких угроз. Уже внутри они увидят тела двух людей в латах, лежащие на земле у разбитых врат, из их рваных ран ещё сочится кровь.

Когда персонажи подойдут к центру двора, они увидят двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.fQNvKcnFcuV9EyhS]{адских гончих}, стоящих на страже у дверей собора. Хозяева-дьяволы велели этим бестиям не впускать и не выпускать никого из смертных.

Персонажам надо победить адских гончих, чтобы попасть в собор. Пусть герои пройдут групповую проверку Ловкости (Скрытность) со СЛ 15, чтобы укрыться среди обломков, подходя ближе. Если половина или больше персонажей преуспеет в своих проверках, групповая проверка успешна и персонажи достигнут подножия ступеней, ведущих в собор, незаметно для адских гончих, что позволит героям застичь врага врасплох, когда начнётся бой

Штурм собора

Четыре группы дьяволов и их союзников перемещаются по собору. Они широко распределены по собору, чтобы сеять как можно больше хаоса, у них приказ убивать всех, кто окажется на пути.

Как мастер, вы сами решаете, когда персонажи встретят каждую из этих групп. Сцены лучше проводить по отдельности, но можно провести и две сцены подряд, не дав персонажам отдохнуть и подлечиться, — это будет отличный вызов для сильной группы.

Если хотите, чтобы сцены были простыми и прямолинейными, можете провести их в местах без странных эффектов и опасностей. Чтобы сделать сцену интереснее, можно провести бой во время сотрясения (см. врезку «Опасности Эльтуреля», стр. 55). Если же вы хотите облегчить персонажам бой, уберите часть врагов или дайте героям помощников из выживших.

Сейчас большинство выживших в соборе готовится принять последний бой в главных склепах (зона З16), так что в этой зоне не должно быть дьяволов, если только персонажи не прибыли одновременно с ними.

Отряд 1. Абишай и культисты

Этот отряд ведёт командующий штурмом собора: Виктууза, @UUID[Compendium.sc-creatures.sc-creatures.Actor.XGX1sfdGO1Ih2mJ4]{белый абишай} (параметры см. на стр. 230). Виктууза служит и Тиамат, и Зариэли, надеясь завоевать расположение обеих. Сейчас он ищет предводителей сопротивления в Эльтуреле. Он хочет лишь одного — лично доставить их головы Зариэли. Виктуузу сопровождают шесть принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культистов}, служащих Зариэли.

Отряд 2. Атака крабов

@UUID[Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1]{Шипастый дьявол} по имени Дреб привёл в собор стаю из восьми @UUID[Compendium.sc-creatures.sc-creatures.Actor.uJmQXnU7sIHc19xE]{гигантских крабов}. Они выглядят и действуют как обычные гигантские крабы, но у них из панцирей торчат шипы, и от них разит серой. Цоканье крабьих лап по мраморным полам собора не позволяет этому отряду никого застичь врасплох.

Отряд 3. Дьявол и разбойники

@UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{Игольчатый дьявол} привёл в собор троих людей-разбойников (используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{бандитского атамана}). Разбойники обезумели от падения в Авернус и присягнули на верность своему новому господину. Из-за помешательства они ревут и бормочут, идя по собору. Игольчатый дьявол рычит на них и телепатически требует собраться. Рассеянность и недисциплинированность этого отряда позволяет легко устроить на него засаду или незаметно подкрасться, при этом проверки Ловкости (Скрытность) получают преимущество.

Отряд 4. Адские охотники

Меррегон (параметры см. на стр. 239) командует парой облезлых @UUID[Compendium.sc-creatures.sc-creatures.Actor.fQNvKcnFcuV9EyhS]{адских гончих}. Дьявол велел им вынюхивать выживших, которые тут прячутся.

Собор Высокого Зала

Собор состоит из трёх уровней: собственно собор (зоны с З1 по 36), хоры (зоны с 37 по 39) и катакомбы (зоны с З10 по З17). Эти места отмечены на картах 2.2 (стр. 61), 2.3 (стр. 62) и 2.4 (стр. бз) соответственно.

Большинство описаний исходит из того, что вторжение дьяволов сюда ещё не добралось. В зависимости от сцен, перечисленных в разделе «Штурм собора», вы можете поменять текст, чтобы описать, что происходит в зоне и как она выглядит во время или после вторжения дьяволов.

З1. Зал героев

Когда персонажи войдут в эту зону, зачитайте следующее:

На вершине ступеней, ведущих в собор, широкая арка открывает вход в длинный зал с восемью колоннами. На некоторых из них вырезан Торм, но другие исказила дьявольская магия Авернуса, и они изображают крылатую дьяволицу с сияющим мечом.

Особенности собора

Собор Высокого Зала обладает следующими особенностями, если не указано иное.

Двери. Двери в соборе железные. Каждая дверь—объект крупного размера с КБ 19,27 ПЗ и невосприимчивостью куронуядом и психическому урону. Если дверь в соборе заперта, её можно взломать инструментами вора, успешно пройдя проверку Ловкости со СЛ 17, или выбить, успешно пройдя проверку Силы (Атлетика) со СЛ 20.

Декор. Прежде собор был украшен прекрасными картинами, статуями и прочими произведениями искусства, увековечивавшими силу и отвагу народа Эльтуреля. Но при перемещении на Авернус собор магически изменился. Теперь изображения воспевают силу и власть дьяволов, показывают, как смертные поддаются искушениям, гибнут от рук бестий и испытывают вечные муки. Когда на них смотрят, эти изображения пугающе движутся. Заклинание обнаружение магии покажет, что фрески, мозаики, картины и гобелены излучают ауры магии иллюзии. Эти эффекты прекратятся, если Эльтурель освободят от цепей Авернуса. Окна. Большинство стёкол в соборе разбилось при падении на Авернус, но окна закрыты защитными ставнями, которые заперты изнутри и открываются наружу на железных петлях. Чтобы открыть ставни снаружи, нужна успешная проверка Силы (Атлетика) со СЛ 17 или успешная проверка Ловкости со СЛ 15 с использованием инструментов вора. Каждая ставня — объект крупного размера с КБ 19,27 ПЗ и невосприимчивостью куронуядом и психическому урону.

Освещение. Зоны в соборе ярко освещены заклинанием вечный свет на настенных держателях. Размеры. Три уровня собора возвышаются друг над другом на 20 футов каждый. Помещения в соборе высотой 15 футов, дверные проёмы между ними высотой 8 футов.

Стены. Чтобы взобраться по внешним стенам собора без снаряжения, нужно успешно пройти проверку Силы (Атлетика) со СЛ 15.

Дьяволица на магически искажённых колоннах — это Зариэль.

Деревянные двери, ведущие в огромный вестибюль, разбиты напавшими дьяволами (см. «Штурм собора», стр. 59) и распахнуты настежь. В дверях лежат тела четырёх стражей, перебитых одним из дьявольских отрядов.

З2. Огромный вестибюль

В вестибюле есть две винтовые лестницы, ведущие наверх в зону З7 на хоры. Колонны тут украшены символами и сценами, изображающими Торма. Занавес, местами разорванный оружием и когтями, отделяет эту зону от центра собора.

З3. Центральный алтарь

Когда персонажи войдут в эту зону, зачитайте следующее:

В этом просторном зале на постаменте высится алтарь. Он сделан из прекрасной полированной тиковой древесины в форме рукавицы, сжатой в кулак. Возле алтаря торчит большой рычаг — видимо, тут есть какой-то механизм.

Рычаг можно потянуть, кулак разожмётся, и в ладонь можно положить пожертвования Торму или тела для ритуалов.

Активация алтаря. Несмотря на всё, что творится в городе, этот алтарь всё ещё освящён Тормом. Коснувшись алтаря и успешно пройдя проверку Харизмы (Религия) со СЛ 15, существо восстановит все свои ПЗ. Каждое существо может совершить такую проверку только однажды. Хотя сила алтаря действует на любое существо, он особо связан с теми, кто служит Торму. Жрецы и паладины Торма проходят проверку с преимуществом.

Потайная дверь. Любой персонаж, который обыщет алтарь, пока ладонь раскрыта, и успешно пройдёт проверку Мудрости (Внимание) со СЛ 15, найдёт большую потайную панель в ладони. Панель легко открыть, за ней обнаружится тайная лестница, ведущая в центр катакомб к западу от зоны З15.

З4. Отдельные часовни

Эти зоны можно отделить занавесом для проведения частных церемоний. В каждой из часовен лежат тела убитых стражников, а также мерзкие останки тварей Преисподней, погибших при первой атаке на собор. Перед колоннами в северном и южном концах зон стоят каменные алтари.

Выживший. Селтерн Обранч, друид и служитель Сильвануса, находился здесь во время нападения. Его сбили с ног в схватке, и он притворился мёртвым, чтобы обмануть напавших.

Если персонажи обыщут тела, они заметят, как Селтерн открывает глаза.

Если персонажи хорошо с ним обойдутся, Селтерн расскажет, как отряды дьяволов атаковали собор. Он понятия не имеет о нынешнем положении дел здесь, но может сказать персонажам, что в случае атаки все готовились отступить из собора к главным склепам (в зону З16).

Селтерн творил заклинание вкусные ягоды, чтобы поддержать здоровье соседей по собору. Но его связь с любимой природой слабеет день ото дня, и он опасается, что вскоре вовсе не сможет творить заклинания. На самом деле он вовсе не теряет магию (только уверенность в себе), что даёт персонажам возможность отыгрышем улучшить его настроение и укрепить веру.

35. Лестницы к кельям

Эти винтовые лестницы раньше вели к жилым кельям и кабинетам. Сейчас они завалены обломками, а крыло здания, где всё это находилось, уничтожено.

З6. Осквернённый алтарь Торма

Когда персонажи войдут в эту зону, зачитайте следующее:

В этой отдельной часовне находится осквернённый алтарь с явным запахом бестий. Прежде он был посвящён Торму, но теперь его осквернили кровью, ихором и обрывками плоти, скреплёнными кишками и жилами.

Эта часовня похожа на те, что в зонах З4. Дьяволы, разоряющие сейчас собор, осквернили святой алтарьТорма. Любое существо, которое активно не поклоняется Зариэли или не принесло ей присягу, начавшее свой ход в пределах 20 футов от осквернённого алтаря, получает уязвимость к любому урону и чувствует, что его кости стали ломкими, а кожа — сухой и потрескавшейся.

Алтарь можно очистить, а скверну удалить такими способами:

З7. Орган

Винтовые лестницы из зоны З2 ведут сюда. При первом появлении здесь персонажей зачитайте следующий текст:

На этом балконе расположен величественный орган с множеством труб. Его белые клавиши словно светятся, а чёрные клавиши будто поглощают весь свет.

Балкон выходит на зону З3. Любой персонаж, кто сядет за орган, ощутит, что тот зачарован мощной магией, а заклинание обнаружение магии покажет ауру магии очарования вокруг него.

Сыграв на органе и успешно пройдя проверку Харизмы (Исполнение) со СЛ 15, персонаж может исполнить воодушевляющую композицию, которая разнесётся по всему собору. Эта музыка даёт бонусную кость d8 каждому другому персонажу игрока, который её слышал. Персонаж может получить такую пользу лишь однажды, и эту d8 можно добавить к одному любому броску атаки, проверке характеристики или испытанию, совершаемому персонажем в ближайшие 24 часа.

Если персонаж провалит проверку Харизмы (Исполнение) на 5 или более, орган издаст адский рёв и визг. Услышав эту какофонию, все дьяволы, с которыми персонажи столкнутся в следующем бою в соборе, воодушевятся и получат преимущество к броскам атаки в свой первый ход.

З8. Сторожевые башенки

Две сторожевые башенки украшают переднюю часть этой области и выходят на двор. Через бойницы в стенах обеих башен видно землю внизу, но они слишком узки, чтобы через них протиснулись даже небольшие существа.

В северной башне находится перепуганный человек @UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражник }по имени Тревик Танторм. Остальные стражники спустились отсюда вниз в начале вторжения и быстро погибли. Тревик запаниковал и остался здесь. Теперь он сидит, свернувшись клубком, и шёпотом убеждает себя, что всё будет хорошо.

При успешной проверке Харизмы (Убеждение) со СЛ 10 Тревику можно вернуть отвагу, то же сделает заклинание спокойствие или аналогичный эффект. Если персонажи ему позволят, Тревик вызовется сопровождать их в охоте на дьяволов. Однако едва он получит первый урон, он снова свернётся клубком и потребуется очередная проверка в качестве действия, чтобы вернуть его в бой.

З9. Балкон

Двери, ведущие на этот балкон, заперты с внутренней стороны. Балкон находится в 30 футах над внешним двором.

З10. Глубокие гробницы

В этих зонах нашли свой последний покой прославленные священники, воины и прочие верные слуги Эльтуреля. За каждую из таких зон, посещённую персонажами, бросьте по d6. Если выпало 1, персонажи находят [[/r 1d4]] перепуганных простолюдина, спрятавшихся тут (если дьяволы ещё не нашли их), или несколько растерзанных тел (если нашли). Как мастер, вы сами решаете судьбу этих простолюдинов. Если персонажи не торопятся, потому что игроки не оценили всей тяжести угрозы для выживших в соборе, им стоит наткнуться на трупы — это подчеркнёт угрозу. Дать игрокам понять, что этих смертей можно было избежать, если бы они действовали быстрей, — отличный способ заставить персонажей поспешить.

З11. Морг

Тут хранятся тела, ожидающие захоронения в других частях собора или на кладбище Эльтуреля. Сейчас тут только трупы тех, кто погиб при перемещении города на Авернус.

З12. Храм первосвященников

Этот просторный храм использовался для закрытых церемоний с участием самых могущественных и уважаемых лиц Эльтуреля. В каждой из полукруглых ниш тут вертикально стоит изысканный саркофаг с телом бывшего первосвященника Торма. Саркофаг может открыть персонаж, умелый в обращении с инструментами вора, успешно пройдя проверку Ловкости со СЛ 20. В одиннадцати саркофагах только полуразложившиеся тела. В двенадцатом — @UUID[Compendium.sc-creatures.sc-creatures.Actor.oaGKK6TGF4wpgOXu]{мумия}, которая атакует, едва её гроб откроют.

Сокровища. В большинстве саркофагов лежат лишь личные вещи, но в саркофаге с мумией также есть наручи защиты и самоцвет элементаля (жёлтый бриллиант). Мумия не использует эти предметы в бою.

З13. Зал учёных

В этом склепе покоятся кости тех, кто служил Торму и Эльтурелю своими знаниями, а не магией или боевым мастерством: учителя, инженеры, мудрецы и прочие служащие. На каждой из простых каменных полок в одиннадцати нишах помещается один набор останков.

Сокровища. Плутовка, работавшая в соборе, прятала в этом склепе ворованное. За костями на одной полке — девять красных аметистов (по 50 зм каждый) и зелье улучшенного исцеления.

З14 Палата Совета Торма

В центре этого помещения стоит большой овальный стол из изысканного красного дуба, окружённый сорока удобными сиденьями. Палата предназначалась для совещания лиц, избранных советниками первосвященников.

З15. Неизвестная героиня

Когда персонажи войдут в эту зону, зачитайте следующее:

В конце широкой лестницы в центре этого этажа находится небольшая отдельная гробница. На смертном одре лежит тело девушки, рядом с ней - сверкающий двуручный меч.

За много лет до того, как в небесах появился Спутник, горожанам Эльтуреля не давал покоя молодой красный дракон. Он пожирал скот, жёг посевы и требовал дани. Но однажды к дракону явилась оборванная девушка без брони, вооружённая двуручным мечом, и зарубила тварь могучими ударами. Потрясённый дракон пал, не успев улететь. В изумлении и восторге народ бросился к героине, чтобы отблагодарить и вознаградить её за отвагу. Но едва они приблизились, девушка упала замертво. Незнакомку положили покоиться на особом месте в соборе, и её тело осталось нетленным. Её немагический двуручный меч положили рядом. По слухам, незнакомка была воплощением Торма, а может, сущность Торма наполнила её и вдохновила на подвиг.

Любого дьявола, который ступит на лестницу или в нишу, ведущую в эту зону, охватит невыносимая боль, дающая помеху к броскам атак, пока он находится в этой зоне.

З16. Главные склепы

Когда персонажи войдут в эту зону, зачитайте следующее:

В этом просторном склепе более сотни перепуганных горожан. Они прячутся за саркофагами и в нишах, глаза у них покраснели, на щеках—слёзы. За большой купелью стоит измождённая женщина, её седые волосы блестят от пота. Одной рукой она прижимает к груди книгу в кожаной обложке. В другой руке у неё церемониальная булава, которая, похоже, сломается, если ей стукнуть что-то прочнее подушки.

В склепах покоятся останки многочисленных последователей и служителей Торма, погребённые за последнее столетие. Сейчас тут прячется более сотни перепуганных горожан, выживших при нападении на Высокий Зал, ожидая своей участи. Между ними и смертью стоит лишь @UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{послушник }Феррия Джинкс. Все священники собора погибли, и никого выше неё в иерархии не осталось. Она старается успокоить народ и заставить его сидеть тихо. Феррия — простой учёный и специалист по вселению демонов и экзорцизму, а служительницей Торма стала лишь недавно.

Том Нерушимой Присяги. Так называется книга в руке Феррии. На первой странице написана присяга, которую все жители Эльтургарда приносят, едва научатся читать, — клятва защищать Эльтурель душой и телом. Остальные страницы заполнены подписями, которые будто начертаны одной и той же рукой. Когда житель Эльтургарда кладёт руку на книгу и произносит клятву, его имя магически появляется в книге в виде подписи. Новые страницы магически появляются в книге, когда нужно вместить новые подписи.

Феррия взяла Том Нерушимой Присяги из собора, чтобы сохранить. Эта книга — просто список всех, кто принёс Нерушимую Присягу. Её уничтожение не разорвёт сделку, которая связывает души народа Эльтуреля с Авернусом.

Купели святой воды. Две обширные купели содержат воду, благословлённую священниками. Её хватит, чтобы наполнить пятьдесят склянок святой воды.

При успешной проверке Интеллекта (Расследование) со СЛ 15 персонаж заметит необычные детали в каменной кладке вокруг одной из купелей — там скрыт потайной тоннель (зона З17).

Развитие событий. Феррия скажет персонажам, что верховный герцог Рейвенгард увёл отряд стражников на городское кладбище, чтобы расследовать появление там нежити. Кроме того, Рейвенгард надеялся найти на кладбище святую реликвию — Шлем Видения Торма, которая, возможно, прольёт свет на причины отчаянного положения Эльтуреля и пути его спасения.

Феррия и остальные ожидали, что Рейвенгард вернётся несколько часов назад. Теперь Феррия волнуется, не постигла ли герцога ужасная судьба. Если персонажи тоже выглядят потрёпанными после всех испытаний, Феррия предложит им как следует отдохнуть, а затем скорее отправляться на кладбище в поисках Рейвенгарда и его свиты.

З17. Тоннель для побега

В этот тоннель можно попасть из-под одной из купелей со святой водой в зоне З16. Раньше он вёл из катакомб под собором прочь из Высокого Зала. Сейчас тоннель кончается дырой в парящем острове, на котором стоит Эльтурель, в пятиста футах над рекой Стикс.

(ур.6) Великое кладбище

Искатели приключений ищут верховного герцога Врат Балдура Ульдера Рейвенгарда, сражаясь с нежитью и бестиями.


Прежде чем персонажи отправятся искать герцога Рейвенгарда на кладбище Эльтуреля, они должны получить 6-й уровень.

Когда персонажи подойдут к кладбищу, зачитайте следующий текст, чтобы описать его состояние:

Кладбище Эльтуреля раньше окружала латунная ограда высотой 10 футов, но теперь она во многих местах обвалилась, а широкие входные ворота сорваны с петель. На острые навершия ограды насажены части тел гуманоидов. Некоторые обрубки шевелятся и дёргаются, словно нежить, двигаясь в унисон с молниями Спутника.

По всему кладбищу валяются расколотые надгробия и развалившиеся памятники. В центре кладбища стоит церковь, посвящённая Латандеру, Торму, Хельму и Тиру. Это некогда священное строение теперь излучает мерзкое сиреневое свечение.

Великое кладбище Эльтуреля некогда было прекрасным мемориалом тем, кто ушёл в лучшие миры. Красивые клумбы и газоны обрамляли могилы, статуи и мавзолеи, отдававшие дань памяти покойным.

Когда Эльтурель затянуло на Авернус, цветы на кладбище увяли, а каменные памятники треснули. Затем Гидеон Лайтвард, священник, служащий Зариэли, с помощью тёмной энергии Спутника поднял местных мертвецов и сделал их своими слугами. Тем временем воздействие магии в костнице под кладбищенской церковью открыло демонам доступ к непостоянному порталу, ведущему в город. Пока что через него прорвалось лишь несколько демонов, но если портал не закрыть, скоро явится больше.

Верховный герцог Рейвенгард, как и многие другие, знает о реликвии Торма, хранящейся под церковью. Шлем Видения Торма, по слухам, позволяет достойной душе напрямую общаться с этим благородным богом. Герцог и его свита явились на кладбище, чтобы разобраться с нашествием нежити и найти реликвию, но здесь их атаковали и демоны, и дьяволы. Когда персонажи найдут Рейвенгарда, он будет бороться не на жизнь, а на смерть с демонической силой в зале вознесения (зона К12).

Гидеон Лайтвард

В прошлом этот священник Латандера верно служил Эльтурелю и своему богу. Зариэль решила, что его фанатизм может пригодиться, и за несколько месяцев до падения Эльтуреля послала дьяволов совратить его. Дьяволы прикинулись ангелами и посулили Гидеону могущество, если он посвятит себя борьбе с вечной угрозой демонов.

Постепенно Гидеон поддался дьяволам и потерял рассудок и волю. Зариэль отравила его душу и полностью обратила его на свою службу в последние месяцы перед падением Эльтуреля. Он погиб при разрушениях, когда город затянуло на Авернус, но восстал из мёртвых как нежить. Даже в качестве нежити Гидеон остаётся вернейшим слугой своей госпожи в Эльтуреле. Он считает благородным её дело — борьбу с демонами, несущими хаос и погибель всему сущему. Но его разум помрачён ненавистью ко всем, кто отказывается ему повиноваться.

Поскольку Гидеон помешан на уничтожении демонов, персонажи могут заключить с ним временный союз, чтобы обезвредить демонический портал. Увы, если только персонажи не сумеют совсем уж заморочить ему голову, неживой священник не отпустит их с кладбища без боя.

Портал демонов

Много лет назад мудрая и смиренная послушница Торма Опаллита Набожная пожелала поговорить со своим богом напрямую. За десятилетия бесконечных молитв в склепах под церковью она создала прямую связь между костницей и небесной сущностью Торма. Её молитвы сделали келью, где она молилась, восприимчивой к психическим связям между смертными и высшими силами.

Когда Эльтурель затянуло на Авернус, связь между кельей и Тормом исказилась. Это искажение почуял демонический владыка Бафомет. Ухватившись за эту связь, Бафомет сделал её ключевой точкой, через которую медленно и методично посылал демонов в город. До сих пор демонический владыка и его приспешники трудятся, расширяя и усиливая связь, и надеются в итоге провести целую армию демонов на Авернус через Эльтурель.

Исследование кладбища

В этом разделе описаны места на городском кладбище, как в церкви, так и вокруг неё (зоны с К1 по К6), а также подземная костница под церковью (зоны с К7 по К12). Эти места отмечены на картах 2.5 (стр. 67) и 2.6 (стр. 69).

Некоторые могилы разрыты, от них в земле остались ямы 6 футов глубиной, 2 фута шириной и 7 футов длиной. Несколько каменных мавзолеев опустело, их двери распахнуты. Внутри мавзолеев тусклый свет, пока двери открыты, и темнота, если двери закрыть.

Обследуя кладбище, персонажи наткнутся на десятки @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{скелетов }и @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{зомби}. Эта нежить бесцельно бродит по кладбищу и не представляет опасности для персонажей на пути в церковь. Однако если персонажи не справятся с Гидеоном до того, как покинут Эльтурель, священник за это время соберёт из нежити армию и станет серьёзной угрозой городу.

Приближение к церкви

Когда персонажи подойдут к церкви, их встретят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.3hHdfVP7huUNhOLg]{скелета минотавров} — убитые слуги Бафомета, которых Гидеон лишил плоти и оживил с помощью силы Спутника. Эти скелеты атакуют любых незваных гостей на территории кладбища.

Когда персонажи разделаются со скелетами минотавров и впервые заглянут в церковь, зачитайте следующий текст, чтобы начать сцену:

Падение города на Авернус отразилось на этой некогда прекрасной церкви. Почти все витражи во внешних стенах разбиты, а входные двери распахнуты. В здании и вокруг него не заметно ни следа других существ.

Персонажи легко могут проникнуть в церковь через разбитое окно, войти через главный вход в зоне К1 или через незапертый чёрный ход в зону К3.

К1. Галерея отважных

Когда персонажи подойдут к этой зоне, зачитайте следующее:

Колонны, вырезанные в виде героев Эльтуреля, украшают эту белую мраморную террасу, ведущую к церкви. Двери из чёрного дерева распахнуты, а стёкла витражных окон террасы разбиты и осколки валяются повсюду.

Успешно пройдя проверку Интеллекта (История) со СЛ 10, персонаж сможет вспомнить имя одного из героев, изображённых на колоннах, — и по дополнительному имени за каждое очко, на которое результат превысил 10. Этих героев звали Агнитар, Зокель Торма, Бертра Зоумс, Йевина Дрюэн, Ка’зар, Зивик Лурен, Допп Хуссер, Вренк Кровавый, Лавейл де Нью и Ванлансер Иглталон.

Осмотрев колонны и успешно пройдя проверку Интеллекта (Магия или Религия) со СЛ 10, персонаж поймёт, что колонна наполняется лучистой энергией, если имя соответствующего героя произнести вслух в качестве действия. Любая нежить, которая переместится в пределы 5 футов от активированной колонны впервые за ход или начнёт там свой ход, получит 5 ([[/r 1d10]]) лучистого урона.

Все колонны полые, внутри каждой находится нежить: в общей сложности четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.qXR2RDoTIHgdibdD]{тени }и четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.k2al7cR9QveYFfWb]{призрака}. Семь из них выйдет из колонн и атакует любого персонажа, который рискнёт войти в церковь. Призрак, ближайший к жилищу священника (зоне К5), вместо этого попытается переместиться туда и предупредить Гидеона о незваных гостях. Получив предупреждение, Гидеон немедленно переместится в зону К4 и подготовится оборонять церковь, а призрак вернётся и вступит в бой.

К2. Капелла света

Когда персонажи войдут в эту зону, зачитайте следующее:

Когда-то главный зал был прекрасен, но сейчас он завален сломанной мебелью. Все витражи на окнах разбиты, лишь один остался почти цел, полностью упав на пол. На нём изображено, как богТорм надевает золотой шлем на голову мужчины, ставшего перед ним на колено.

Из тени выходят четыре скелета минотавров, сжимая окровавленные двуручные топоры.

Отряд минотавров Бафомета пытался захватить церковь, но Гидеон с прислужниками их перебили. Затем Гидеон превратил останки в четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.3hHdfVP7huUNhOLg]{скелета минотавров}, которые атакуют, едва любой персонаж войдёт в эту зону. Скелеты минотавров пытаются совершить атаку с разбега и вытолкнуть героев сквозь разбитые окна. Существо, вытолкнутое через разбитое окно, получает дополнительно 7 (2d6) режущего урона.

Витраж. Окно, лежащее на полу, потрескалось, на нём остались следы ног, но в целом изображение на нём вполне узнаваемо. Успешно пройдя проверку Интеллекта (История или Религия) со СЛ 10, персонаж поймёт, что в сцене на витраже Торм дарует Шлем Видения Торма Ланнишу Фогелю, прославленному герою из истории Эльтуреля и верному паладину Торма. Шлем, изображённый на витраже, — та самая реликвия, за которой герцог Рейвенгард явился в церковь.

К3. Капелла траура

Когда персонажи войдут в эту зону, зачитайте следующее: Обломки изысканной мебели и осколки витражей разбросаны по всему помещению. Часть одного большого витража уцелела, и можно понять, что на нём изображено. Витраж некогда изображал, как Латандер стоитсреди павших солдат, подняв руки, а духи погибших встают рядом с ним. В этой части церкви проводили похоронные обрядыдля выдающихся политических и военных деятелей Эльтуреля.

Если существо встанет на колени перед разбитым витражом, помолится Латандеру, а затем успешно пройдёт проверку Харизмы (Религия) со СЛ 10, показывающую искренность и силу молитвы, перед молящимся появится сияющее оружие. Верные последователи Латандера автоматически успешно проходят проверку.

Сокровища. Появившееся оружие — это +2 оружие. Предмет принимает форму любого оружия, которое персонаж носит или использует в это время и которое наиболее полезно ему в бою. Персонажи могут получить только одно оружие подобным образом.

К4. Ризница

Когда персонажи войдут в эту зону, зачитайте следующее:

Три арки, занавешенные портьерами, соединяют это помещение с другими частями церкви. Судя по разломанным платяным шкафам и столикам и множеству разбитых зеркал, тут священники раньше переодевались для ежедневной службы. Винтовая лестница ведёт вниз, её охраняютдва насекомоподобных существа, вооружённые жуткими трезубцами.

Лестница ведёт вниз в бальзамировочную (зона К7) на уровне костницы. Спуск охраняют два меззолота. Гидеон Лайтвард (параметры см. на стр. 65) тоже здесь, если кто-нибудь из его слуг-нежити предупредил его о появлении персонажей. Если нет, персонажи встретят Гидеона в зоне К5.

Едва персонажи приготовятся к схватке с бестиями, снизу раздастся шум и по ступеням поднимутся шесть существ: похожий на бестию @UUID[Compendium.sc-creatures.sc-creatures.Actor.ee65LQi4D1Or5mw9]{гигантский скорпион}, а за ним пятеро @UUID[Compendium.sc-creatures.sc-creatures.Actor.nz5t9mKXzIdoAoBE]{дретчей}. Увидев их, меззолоты (и Гидеон, если он тут) проигнорируют персонажей и сосредоточат атаки на скорпионе и демонах. Если Гидеон здесь и персонажи не начнут атаковать его после первой пары раундов, они получат преимущество к проверкам для переговоров с ним после боя. В противном случае у них помеха к этим проверкам.

Переговоры. Если Гидеон тут, он опустит оружие после того, как всех демонов перебьют. Если в начале боя его тут нет, он придёт из своего жилища во время боя или когда демонов победят. Он заговорит с персонажами и поблагодарит их за помощь в борьбе с демоническими ордами. Гидеон даст понять, что его волнует только защита Эльтуреля от демонов — любой ценой.

Если персонажи спросят насчёт Рейвенгарда, Гидеон ответит, что ранее отряд вооружённых людей отправился на уровень костницы. Поскольку то были не демоны, он их пропустил, но теперь из этой зоны лезут демоны, и разгневанный Гидеон считает, что люди оказались их сообщниками.

Персонажи могут завоевать доверие Гидеона, успешно пройдя проверку Харизмы (Обман или Убеждение) со СЛ 12. Если они убедят его, что их единственная цель — убить демонов, Гидеон впустит их в склеп и даже выделит одного меззолота им на помощь, если хоть одна из этих тварей уцелела. Сам Гидеон с персонажами не пойдёт, а останется защищать церковь от демонов.

К5. Жилище Гидеона

Это небольшое здание было жилищем Гидеона, когда тот надзирал за церковью и состоянием кладбища. Когда персонажи войдут в эту зону, зачитайте следующее:

В этом простом здании есть кровать, письменный стол, комод, обеденный стол и стулья. Большая часть мебели сломана, по всей комнате хаотично валяются украшения и прочие вещи, в том числе символы религии Латандера, Торма. Хельма и Тира. Толстая книга, похоже, уцелела при крушении. Она лежит открытая на покосившемся столе.

Если персонажи встретят Гидеона здесь, сведения о том, как его отыгрывать, смотрите в зоне К4.

Завет Гидеона. Эту книгу Гидеон писал в последние месяцы перед падением Эльтуреля. В ней он рассуждает о злодеяниях демонов, требует от читателя бдительно следить за их вторжениями и заявляет, что демоническую угрозу нужно победить любой ценой. Дьяволов, которые стоически сражаются против демонических орд, он прославляет, а Хельма, Торма, Тира, Латандера и их слуг-ангелов осуждает за бездействие. Гидеон всячески восхваляет труды Зариэли по борьбе с демонами. Любой персонаж, почитавший книгу ю минут и успешно прошедший проверку Интеллекта (Расследование) со СЛ 10, поймёт, что текст писал безумец.

Любой персонаж, который продолжит читать книгу дольше, чем нужно для общего понимания, должен пройти испытание Мудрости со СЛ 15. При провале персонаж будет проклят, обретя фанатичную ненависть к демонам. Существо, проклятое таким образом, получает 5 ([[/r 1d10]]) психического урона, когда видит демона в пределах 60 футов от себя и заканчивает ход, не попытавшись атаковать демона. Проклятие можно снять заклинанием снятие проклятия или подобной магией. В конце каждого долгого отдыха проклятое существо может пройти испытание Мудрости со СЛ 15, при успехе эффект для него прекращается.

К6. Яма нежити

Когда персонажи войдут в эту зону, зачитайте следующее:

Дорогу вокруг церкви прерывает глубокая дыра в земле, из которой сочится зловонный сиреневый туман. Дымка над дырой не позволяет оценить, какой она глубины и что у неё на дне.

В этой яме глубиной 30 футов Гидеон создаёт себе слуг-нежить. Этот кратер образовал осколок того же метеорита, что поразил Высокий Зал.

Туман некромантии. Его создаёт энергия некромантии, которую излучает искажённый Спутник. Изучив туман и успешно пройдя проверку Интеллекта (Расследование) со СЛ 10, персонаж поймёт, что туман пульсирует в унисон с молниями, пробегающими по искажённому Спутнику.

Любое существо, которое войдёт в туман впервые в свой ход или начнёт в нём свой ход, получит 5 ([[/r 1d10]]) некротического урона. Чтобы лазить по стенкам ямы без снаряжения, требуется успешная проверка Силы (Атлетика) со СЛ 10.

Всякий раз, когда Гидеон велит приспешникам бросить в яму труп, через час оттуда вылезает нежить. Новая нежить разбредается по кладбищу и терпеливо ждёт приказов Гидеона.

Пока персонажи исследуют яму, из неё появляется одно существо-нежить. Если они покинут зону, а затем вернутся, пока Гидеон ещё поблизости, может появиться дополнительная нежить. Используйте таблицу «Создание нежити», определяя, какое существо появляется

Создание нежити
d20Нежить
1-4@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет}
5-7@UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби}
8-10@UUID[Compendium.sc-creatures.sc-creatures.Actor.qXR2RDoTIHgdibdD]{Тень}
11-12@UUID[Compendium.sc-creatures.sc-creatures.Actor.k2al7cR9QveYFfWb]{Призрак}
13-15@UUID[Compendium.sc-creatures.sc-creatures.Actor.fD9R6Ig4oKVgFpgx]{Упырь}
16-17@UUID[Compendium.sc-creatures.sc-creatures.Actor.eRgttPVkVIbeXxD8]{Вурдалак}
18-19@UUID[Compendium.sc-creatures.sc-creatures.Actor.7uQAyRDElNqJGFg1]{Умертвие}
20@UUID[Compendium.sc-creatures.sc-creatures.Actor.da9vZFHrIJ0O2r98]{Дух}

К7. Бальзамировочная

Винтовая лестница из зоны К4 ведёт вниз к незапертой двери в бальзамировочную. Когда персонажи войдут в эту зону, зачитайте следующее:

Судя по всему, здесь священники и послушники готовили тела к погребению. Сейчас бальзамировочная разграблена, на полу валяются ножи, пилы и трубки. Всюду разлиты лужицы кислоты и бальзамировочной жидкости и рассыпаны осколки разбитых банок и склянок.

Двойные двери ведут на север к лестницам вниз, в зоны К8, К9 и К11.

Следы. Успешно пройдя проверку Мудрости (Выживание) со СЛ 15, персонаж заметит следы множества демонов на усеявших пол осколках. Здесь же заметны следы и одной группы людей в сапогах, ведущие вниз по лестнице. Следы этих сапог, наступивших в бальзамировочную жидкость, ведут до самой зоны К1і, а потом обратно к зоне К12.

К8. Костница верных

Тех, кому был не по карману участок на кладбище на поверхности, достойно хоронят в этой зоне и в зоне К9. Когда персонажи войдут в эту зону, зачитайте следующее:

Вдоль стен этого помещения тянутся полки, на которых лежат пыльные кости гуманоидов. На некоторых полках с гордостью выставлены реликвии и символы религии Латандера, Торма, Хельма и Тира.

Кости, отмеченные этими символами религии, — это останки прославленных священников и послушников, работавших в церкви и завещавших похоронить их вместе с беднотой, которой они служили.

Раньше символы религии в этой области передавали благословение богов, но следы этой магии исказились при падении Эльтуреля на Авернус, а также из-за близости демонического портала в зоне К12. Если коснуться любого из символов или если любое существо, кроме бестий и нежити, задержится в этой зоне дольше чем на 1 минуту, все эти символы испустят импульс некротической энергии. Каждое существо в зоне должно будет пройти испытание Выносливости со СЛ 15, получая 18 ([[/r 4d8]]) некротического урона при провале или половину этого урона при успехе. Эта опасность перезаряжается через 1 час, если активен портал в зоне К12.

К9. Главная костница

Когда персонажи войдут в эту зону, зачитайте следующее:

Вдоль каменных стен этого просторного зала тянутся погребальные полки над шестью пустыми постаментами. Пыльные кости гуманоидов разложены от пола до потолка.

Квазит по имени Офурх, упорный слуга Бафомета, был первым демоном, проникшим через портал в зоне K12 в качестве разведчика. Он остался в этой зоне, чтобы передавать приказы прочим демонам, когда те прибывают через портал и готовятся к вторжению в Эльтурель.

Офурх останется невидимым и не издаст ни звука, когда персонажи пройдут через эту зону. Если он сможет оставаться незамеченным, то последует за персонажами, дожидаясь момента, чтобы использовать свою способность Устрашение и прогнать их с этого уровня. Если это не удастся, он снова станет невидимым и подождёт с атаками до прибытия минотавров, которые выйдут из портала, когда персонажи доберутся до зоны К12.

Квазит эгоистичен. Если его схватят, он выдаст сведения о портале и о планах своих демонических хозяев (см. «Портал демонов», стр. 65), если допрашивающий успешно пойдёт проверку Харизмы (Запугивание) со СЛ 10.

К10. Комната для медитации

Когда персонажи войдут в эту зону, зачитайте следующее:

В этой палате стоят диваны и низкие табуреты из бурого дуба. Над пустым постаментом стена покрыта мозаикой из раскрашенных осколков костей, сложенных в сцены похорон, вознесения душ и небесных миров. Надпись у подножия мозаики гласит: «Размышляй о жизни. Смерть не так далека».

Любой персонаж, умелый в навыке Религия, поймёт, что в этой зоне священники, имевшие дело с мёртвыми, медитировали, чтобы выдержать мрачные тяготы своей работы.

К11. Зал чести

В этом зале некогда хранился Шлем Видения Торма, но его тут больше нет. Когда персонажи войдут в эту зону, зачитайте следующий текст: В этом заваленном обломками зале на постаментах стоят пять мраморных статуй. Четыре статуи неузнаваемы — их черты изуродовали камни, рухнувшие с потолка. Пятая — прекрасная статуя мужчины, преклонившего колено. Узнаваемая статуя изображает Ланниша Фогеля, которого можно было увидеть на витраже в зоне Кг. Любой персонаж, видевший витраж, поймёт, что статуя изображает того же мужчину. Если никто не узнал Ланниша Фогеля в зоне Кг, то, успешно пройдя проверку Интеллекта (История или Религия) со СЛ 10, персонажузнает его в статуе. Если обследовать статую, заметно, что она создана так, будто на ней должен быть снимающийся шлем, но его на голове нет. Следы. Успешно пройдя проверку Мудрости (Выживание) со СЛ 15, персонаж заметит следы демонов, прошедших здесь, а также следы людей в сапогах, ведущие в зону К12.

К12. Зал вознесения

Когда персонажи войдут в эту зону, зачитайте следующее:

Это помещение заполняет неглубокий бассейн для медитаций, окружающий широкую площадку с низким железным ограждением. Дивные фрески настенах изображают, как Латандер, Торм, Хельм и Тир благословляют души смертных. На одной стене фреска исказилась и изображает демонические силуэты вокруг мерцающего портала.

В бассейне плавают изуродованные тела людей в мундирах солдат Врат Балдура и Эльтуреля. В мутной воде бассейна скользят тени и плавают островки чёрного ихора, оставшегося от убитых здесь демонов. Среди тел свернулся клубком мужчина в броне со щитом на спине. Он корчится от боли. Его глаза закрыты, а руки сжимают золотой шлем на голове, будто тщетно пытаясь сорвать его. Его губы бормочут неразборчивые слова—то возвышенно и торжественно, то яростно шипя.

В этом зале самые верные последователи Торма обращались к своему богу в поисках ответа и покоя. Глубина воды в бассейне всего 1 фут. Благостный магический эффект в бассейне заставляет воду медленно течь по часовой стрелке. Хотя вода искажена демонической магией, она не опасна для персонажей, ходящих в ней, и не считается пересечённой местностью.

На восточной стене зала бурлит поле демонической энергии — здесь портал, который Бафомет создал, исказив связь с Тормом и соединив Бездну с Авернусом через Эльтурель.

Ульдер Рейвенгард (параметры см. во врезке) нашёл Шлем Видения Торма в зоне К11 и надел его. Шлем — немагический предмет, через который Торм может посылать видения. Рейвенгард начал было устанавливать связь с Тормом, но ему и его товарищам пришлось сражаться с демонами, посланными Бафометом через портал. Рейвенгард подвергся психической атаке, которая связала его разум с Бафометом. Теперь шлем нельзя снять, а герцог застрял в битве разумов с демоническим владыкой. Рейвенгард остаётся в шоке, пока шлем не снимут. А шлем невозможно снять, пока он жив, — по крайней мере сейчас.

Пока персонажи наблюдают за терзаниями Рейвенгарда, из портала выходят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.wGjswGilSosJL48e]{минотавра }с бешеными глазами. Они бросаются в бой с персонажами, но не трогают Рейвенгарда, ибо чуют внутри него демоническую сущность.

Любой персонаж, знающий небесный или демонический язык, поймёт часть слов, которые бормочет Рейвенгард. Он переходит с одного языка на другой, когда в нём говорят то Торм, то Бафомет. Успешная проверка Интеллекта (Магия или Религия) со СЛ 15 позволит понять, что в рассудке Рейвенгарда кипит психическая борьба между божественной силой и ужасной демонической сущностью. Сила портала теперь связана со шлемом и Рейвенгардом. Та же проверка подскажет, что простые заклинания не могут порвать эту связь, но более сложный ритуал может освободить Рейвенгарда и закрыть портал, позволив силе Торма снова освятить это место. Персонажи, поговорившие с Феррией в соборе, вспомнят, что она знаток подобных вещей и наверняка сможет помочь.

Сокровища. Обыскав тела павших стражей, можно найти три отсыревших, но ещё пригодных для использования свитка заклинаний (массовое исцеляющее слово, полиглот и снятие проклятия).

Помимо Шлема Видения Торма, Рейвенгард носит окровавленный латный доспех, украшенный гербом Пламенного Кулака. Его щит, также украшенный этим гербом, висит у него на спине. В ножнах на боку верховного герцога — его +1 длинный меч.

Уход из церкви

Победив минотавров, персонажи могут отнести Рейвенгарда обратно в Высокий Зал. Если Гидеон не уничтожен, он может остановить персонажей при выходе из церкви или с кладбища. Сведения о том, как отыгрывать Гидеона, см. в зоне К4.

Услышав, как Рейвенгард бормочет на демоническом, Гидеон решит, что Рейвенгард — демон или их союзник, и его нужно убедить в обратном. Хорошего объяснения (например, что Рейвенгард великий охотник на демонов или что он захватил демона, которого персонажи планируют убить, и тому подобного) в сочетании с успешной проверкой Харизмы (Обман или Убеждение) со СЛ 15 хватит, чтобы Гидеон их пропустил.

(ур.6) Побег из-под осады

Вернув Ульдера Рейвенгарда в Высокий Зал и исцелив его, искатели приключений планируют покинуть Эльтурель и найти ключ к спасению города, Меч Зариэли.


Когда персонажи вернутся в собор Высокого Зала вместе с верховным герцогом Рейвенгардом, они могут посоветоваться с Феррией и придумать, как снять Шлем Видения Торма, не убив Рейвенгарда. Для этого требуется ритуал, провести который персонажи могут помочь. Если ритуал будет успешен, Рейвенгард выйдет из состояния шока и вспомнит свои видения, подсказывающие, как вернуть Эльтурель на Фейрун. Эти видения также пробудят часть воспоминаний Лулу. Она увидит, что нужно делать дальше, но для этого персонажи должны покинуть город и ступить на зловещую землю Авернуса.

Покидая Эльтурель, персонажи должны найти способ не попасть ни в реку Стикс, ни в лапыдьяволов и демонов, сражающихся под городом. Лишь после этого персонажи могут отправиться в форт Костяшек, где начнётся следующая часть приключения (описанная в главе 3).

Возвращение в собор

Персонажи могут вернуться в относительно безопасный Высокий Зал. Если они ранее помогли победить дьяволов, штурмовавших собор, путь обратно пройдёт без происшествий. Как вариант, чтобы добавить напряжения, можете совершить бросок, чтобы понять, произойдёт ли случайная сцена в западной части города (см. «Другие сцены в Эльтуреле», стр. 54). Персонажам придётся защищать герцога Рейвенгарда, и одна или две такие сцены могут стать незабываемыми.

Ритуал возвращения

Когда персонажи вернутся в Высокий Зал с Ульдером Рейвенгардом, их встретят Феррия Джинкс и друид Селтерн Обранч, которые помогут доставить герцога в безопасное место. Если персонажи не смогли спасти людей в соборе, им придётся самим искать безопасное место для отдыха или продолжать поход без помощи. Они могут поискать безопасные места в другой части города или найти выживших с нужными навыками или сведениями, готовых помочь им. К Лулу тоже могут вернуться воспоминания, подсказывающие, куда идти дальше.

Если персонажи не поняли, почему Рейвенгард впал в состояние шока, Феррия может подсказать им. При помощи послушницы персонажи (особенно те, кто умел в навыках Магия и Религия) должны решить, что делать дальше. Демоническая сущность переплелась с волей Торма из-за шлема, и изгнать её можно только с помощью подходящего ритуала.

Подготовка к ритуалу

Феррия опишет, что нужно для ритуала:

Исполнение молитвы

Феррия признаётся персонажам, что раньше не исполняла такой ритуал и что они должны быть готовы помочь ей — или отражать атаки злодеев, которые попытаются прервать ритуал.

На чтение ритуальной молитвы уходит 30 секунд. Феррия знает молитву наизусть, но и другое существо может прочесть подходящую молитву, успешно пройдя проверку Интеллекта (Религия) со СЛ 10. Пока произносится молитва, один персонаждолжен потратить 5 раундов, осторожно держа меч Неизвестной Героини на Шлеме Видения Торма. Пока молитву произносят, держащий меч должен проходить испытание Выносливости со СЛ 11 в конце каждого своего хода, при провале он получает 10 ([[/r 3d6]]) урона силой.

Сразу после того, как держащий меч совершит первое испытание, мощная магия ритуала привлечёт демонических духов, служащих Бафомету. Они вырвутся из шлема в виде двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.C1nnBTUoOMRHCIQC]{блуждающих огоньков} и попытаются сорвать ритуал, атакуя тех, кто читает молитву и держит меч.

Когда персонаж, держащий меч, пройдёт испытание в последний раз, ритуал завершён. Блуждающие огоньки исчезнут, а Рейвенгард придёт в чувство.

Шлем Видения Торма

Можете упростить сцену с Ульдером Рейвенгардом, позволив персонажам просто снять Шлем Видения Торма с его головы, после чего Рейвенгард вскоре придёт в себя. После этого он сможет рассказать о своих видениях, которые содержат нужные героям сведения и пробудят воспоминания Лулу. Затем он позволит спланировать их дальнейший поход по спасению Эльтуреля.

Как вариант, Рейвенгард может потерять сознание, когда шлем снимут, а персонаж, снявший его, ощутит неодолимое желание надеть шлем. Персонаж, надевший шлем, ощутит покой и увидит образы бойцов в сверкающей броне, марширующих по степи в боевом строю. В следующий миг персонажувидиторду уродливых чудовищ, несущихся по иссушённой равнине и терзающих кричащих врагов. Персонаж, надевший шлем, не сможет снять его, пока последователь Торма (например, Феррия) не сотворит на него заклинание благословение. Зато время, что группа доберётся до собора с бессознательным Рейвенгардом, персонаж, надевший шлем, увидит те же видения, что были у Рейвенгарда. Они описаны в разделе «Путь вперёд» (стр. 72). Через 1 час Рейвенгард очнётся вполне здоровым.

Путь вперёд

После победы над силами зла верховный герцог Рейвенгард придёт в чувство и сможет рассказать о своём духовном странствии, которое пережил благодаря Шлему Видения Торма. Торм указал ему путь, но видения были туманны и искажены сущностью демона, передавшейся через портал. Рейвенгард расскажет вот что:

Когда Рейвенгард перескажет своё видение, Лулу вспомнит, что помогла одной Всаднице Преисподней вонзить меч Зариэли в землю и воздвигнуть вокруг него непроницаемую крепость. Лулу вспомнит имя Всадницы, если это воспоминание уже доступно (см. таблицу «Воспоминания Лулу» на стр. 51). И Рейвенгард, и оллифант считают, что Меч Зариэли — ключ к спасению Эльтуреля. Любой персонаж, который наденет Шлем Видения Торма и узрит те же видения Торма, решит так же.

Рейвенгард больше не помнит ничего из видения, но услышав последнюю часть рассказа, Лулу восторженно захлопает крылышками и вспомнит пару «птицелюдов», которых звали Чукка и Клонк. По описаниям от Лулу и Рейвенгарда персонажи поймут, что Чукка и Клонк — кенку. Лулу вспомнит, что кенку отвели её в мастерскую под названием форт Костяшек. Там строят и чинят дьявольские машины, на которых можно быстро передвигаться по пустошам Авернуса. Лулу не помнит, кто правил фортом и кого ещё она там видела.

Лулу быстро взлетит на шпиль собора и оглядит пустоши Авернуса под Эльтурелем. Громко протрубив, она вернётся и доложит, что увидела форт Костяшек всего в десятке миль отсюда.

Дальнейшие действия

Ульдер Рейвенгард предпочтёт остаться в Эльтуреле, чтобы организовать выживших и отбивать атаки дьяволов, демонов и нежити, бродящих по городу. Он готов умереть, защищая Эльтурель, а задача персонажей — помочь Лулу найти Меч Зариэли.

Если Рея Ментелморн ещё жива, она тоже останется в Эльтуреле и поможет Рейвенгарду защищать город. Сдерживая слёзы, она простится с персонажами.

Как покинуть Эльтурель

Изобретательные персонажи найдут массу способов спуститься с Эльтуреля на поверхность Авернуса, но все они рискованные.

Импровизированное снаряжение

Самые предприимчивые и творческие игроки могут придумать, что их персонажи нашли или создали снаряжение, позволяющее им спуститься. Парашюты, планеры, воздушные шары — вот лишь несколько из вариантов, до которых они могут додуматься. Сырьё для сборки такого снаряжения можно найти в лавках и складах Эльтуреля.

Когда персонажи соберут необходимые ресурсы, вы решаете, какие проверки характеристик могут потребоваться при создании импровизированного снаряжения и как определить, работает ли оно. Используйте такие принципы:

Помните о происхождениях и умениях персонажей в инструментах, которые могут быть полезны в этом деле.

Если только персонажи не провалят с треском свои проверки, из-за чего желаемое импровизированное снаряжение будет невозможно собрать, позвольте этому снаряжению сработать, как задумано, пусть даже не идеально. Для пущего драматизма позвольте персонажам безопасно пролететь большую часть пути, а затем, когда они будут всего в 50 футах от земли, добавьте трудность. Можете потребовать совершить дополнительные проверки характеристик вроде описанных выше, когда персонажи пытаются быстро обнаружить и исправить проблемы, или испытания Ловкости, если импровизированное снаряжение сломается и они камнем полетят к земле.

Полёт

Лулу способна летать, такая способность может быть и у кого-то из персонажей. Если у них есть крылья, магия вроде заклинания полёт или зелья полёта, персонажи могут этим воспользоваться и легко улететь с Эльтуреля. Однако летящие существа могут привлечь внимание крылатых дьяволов и демонов, если вы так решите.

Спуск по цепям

Зазубренные столпы и исполинские цепи из дьявольского железа, удерживающие Эльтурель, — единственное, что физически соединяет город и поверхность. Каждое звено цепи представляет собой кольцо из дьявольского железа длиной зо футов, шириной 20 футов и толщиной 5 футов. О том, как разбить эти цепи, см. в главе 5.

Звенья цепи покрыты железными шипами длиной 1 фут, благодаря чему по ним относительно легко лазить. На столпах из дьявольского железа, удерживающих Эльтурель в земле, тоже хватает уступов для лазания. Если персонажи осторожно слезут по цепям и столпам, им не требуются проверки характеристик, чтобы избежать падения при лазании с нормальной скоростью. Любой персонаж, попытавшийся перемещаться или лазить быстрее в свой ход, должен пройти проверку Силы (Атлетика) со СЛ 10, при провале он упадёт.

Магия бестий делает невыносимым длительный контакт со столпами и цепями. Раз в минуту любое существо, контактирующее с дьявольским железом, должно пройти испытание Выносливости со СЛ 10, при провале оно получит 10 ([[/r 3d6]]) некротического урона, при успехе — половину этого урона. Существо, провалившее это испытание, также должно пройти испытание Ловкости со СЛ 10, при провале оно упадёт с цепи или столпа.

Любой персонаж, в зоне досягаемости которого падающий товарищ, может пройти проверку Силы (Атлетика) со СЛ 10, чтобы схватить падающего и затащить его обратно на цепь, если падающее существо достаточно лёгкое, чтобы персонаж мог его нести.

Существа, упавшие с Эльтуреля или одной из цепей, получают урон от падения и попадают в реку Стикс (о воздействии реки см. на стр. 77). Упавшие с одного из столпов получают урон от падения и приземляются посреди битвы дьяволов и демонов, где их жестоко убивают, если они пережили падение.

Битва за Эльтурель

Легионы дьяволов разбили лагерь на берегах реки Стикс под Эльтурелем, и это главная опасность для персонажей при бегстве из города. Персонажи, способные летать, парить или планировать, могут избежать основной части армии дьяволов, но арьергард их непременно атакует. Адаптируйте следующий текст на своё усмотрение и зачитайте игрокам, чтобы начать сцену:

Легионы дьяволов, закованных в броню, окружают исполинские столпы из дьявольского железа, приковывающие Эльтурель к скалистой поверхности. Строй демонов толщиной в десяток особей бросается на ряды дьяволов. Большинство бойцов Бездны — ничтожные мэйны и дретчи, которые быстро гибнут в тщетных попытках разорвать строй дьяволов, чтобы сильные демоны, идущие следом, смогли нанести смертельные удары.

Через пустоши струится тёмная река, протекающая прямо под городом. По реке плывут суда демонов под непрерывной атакой отрядов крылатых дьяволов. Дьяволами командует жуткое исчадие ада в глухом шлеме без прорезей для глаз, которое сжимает боевой штандарт.

Демоны и дьяволы слишком заняты друг другом, чтобы отвлекаться на персонажей, если те будут держаться подальше. Дьяволами командует Люциль, вернейшее @UUID[Compendium.sc-creatures.sc-creatures.Actor.USKmGrLpQ9I3b4YB]{исчадие ада} Зариэли. Если Люциль заметит персонажей, то отправит двенадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов} разделаться с ними.

Персонажи, которые ввяжутся в конфликт бестий, обречены на гибель. Но обстоятельства могут сложиться так, что кому-то из персонажей придётся незаметно пройти через ряды дьяволов и орду демонов. В этом случае нужно будет отвлечь ход битвы в другом направлении, подождать прорыва демонов (или спровоцировать его самим), чтобы нарушить патовую ситуацию, или использовать магическую маскировку, которая позволит персонажам выдать себя за тех или иных бестий. Позвольте самым хитрым планам автоматически достичь успеха. В остальных случаях можете назначить проверки характеристик, чтобы определить, удачным ли оказался план. Используйте правила из Dungeon Master's Guide («Руководства мастера подземелий»), чтобы задать подобающую СЛ для этих проверок. В случае полного провала или отсутствия плана персонажам, возможно, придётся пробиваться сквозь толпу дерущихся бестий, а это задача не из простых.

Сокровища. Люциль носит шлем владыки дьяволов и держит боевой штандарт дьявольской мощи (описание этих магических предметов см. в приложении В). Ни тот, ни другой предмет исчадие ада по доброй воле не отдаст.

Развитие событий. Люциль снова повстречается персонажам в конце приключения, когда те вернутся освободить Эльтурель (см. «Финал в Эльтуреле», стр. 154).

В форт Костяшек!

Сбежав из Эльтуреля, персонажи отправятся в поход длиной в десять миль к форту Костяшек. Если они будут двигаться быстро и осторожно, то доберутся до места, не влипнув в новые неприятности. Позвольте им достичь 7-го уровня перед началом главы 3.

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Жёлтая плесень

Жёлтая плесень растёт в тёмных местах, и один участок покрывает квадратную площадь с длиной стороны 5 футов. Если к плесени прикоснуться, она испускает облако спор, заполняющее куб с длиной ребра 10 футов, исходящий от плесени. Все существа в области спор должны преуспеть в [[/save con 15 format=long]], иначе они получат урон [[/damage 2d10 poison average=true]] и станут @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравленными } на 1 минуту. Будучи отравленными этими спорами, существо получает урон [[/damage 1d10 poison average=true]] в начале каждого своего хода. Существо может повторять спасбросок в конце каждого своего хода, оканчивая эффект на себе в случае успеха.

Солнечный свет или любой урон огнём мгновенно уничтожает один участок жёлтой плесени.

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Ступор

Существо, подвергшееся действию этого яда, должно преуспеть в [[/save con 15 format=long]], иначе оно станет @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравленным }на [[/r 4d6]] часов. Существо также @UUID[Compendium.sc-common.sc-common.Item.S2C0k5fW6YxIXUEz]{недееспособно}, пока отравлено.

Полуночные слёзы

Существо, проглотившее этот яд, до полуночи ни от чего не страдает. Если до этого момента яд не был нейтрализован, существо должно преуспеть в [[/save con 17 format=long]], получая [[/damage 9d6 poison average=true]] при провале или половину этого урона при успехе.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Жнец совершает две атаки кинжалом и использует Окутывание.

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Жнец волшебным образом становится @Compendium[sc-common.sc-common.v41S6MnnRCbxjE3h]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

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Базовой характеристикой жнеца является Харизма (Сл спасброска от заклинания 13). Жнец может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

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\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
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Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

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Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

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Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

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Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

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Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \"sea devils,\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.

Devils of the Deep.

Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.

The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.

Way of the Shark.

Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.

Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.

Elven Enmity.

The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.

So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.

The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.

[–]

TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.

— An account of the aftermath of a sahuagin raid

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Сахуагин совершает две атаки: одну укусом, и одну когтем.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.2XJYLlYVpRC6ohiv"}},"effects":[],"_id":"2XJYLlYVpRC6ohiv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584876596,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 3 (1к4 + 1).

","chat":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Укус/Bite","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bite_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"cUm5QpACjrkF7ckn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584897820,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: Рубящий урон 3 (1к4 + 1).

","chat":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Когти/Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"8q6ddJ8FekH4PxZf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584921234,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"m8vrFF3S5kfzEQ4R","name":"Кровавое бешенство/Blood Frenzy","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом броски рукопашных атак по существам, у которых хиты ниже максимума.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/strike-beam-blood-large-red-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"blood%20frenzy_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.m8vrFF3S5kfzEQ4R"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584696135,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2anPhOYeA6jfLlMe","name":"Ограниченная амфибийность/Limited Amphibiousness","type":"feat","system":{"description":{"value":"

Существо может дышать и воздухом и под водой, но чтобы не задохнуться, ему нужно погружаться в воду хотя бы раз каждые 4 часа.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/foot-amphibian-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20amphibiousness_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.2anPhOYeA6jfLlMe"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584747647,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jFzwic8HHN9xhNm5","name":"Акулья телепатия/Shark Telepathy","type":"feat","system":{"description":{"value":"

Сахуагин может магическим образом командовать всеми акулами, находящимися в пределах 120 футов от нее, при помощи ограниченной телепатии.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-shark-brown-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shark%20telepathy_sahuagin%20priestess_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584771962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Сахуагин является заклинателем 6-го уровня. Ее базовой характеристикой является Мудрость (Сл спасброска от заклинания 12, +4 к попаданию атаками заклинаниями). У неё подготовлены следующие заклинания жреца:

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"j0oiZsRFpPHspyE6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584572351,"modifiedTime":1705584856312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705584941157,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"EYig8nopdMziz4PP","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705584942226,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0nzuCw1s6rH0rFUE","sort":0},{"name":"Благословение/Bless","type":"spell","system":{"description":{"value":"
 
\n
\n
\n
Вы благословляете до трёх существ на ваш выбор в пределах дистанции. Пока длится заклинание, когда цель совершает бросок атаки или испытание, она может бросить [[/r d4]] и добавить к результату основного броска.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го.
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/life/heart-hand-gold-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"bless_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.nDmoFy1Aa5Lz1kbj"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[{"_id":"8rP3gwmXVTgZqYZE","flags":{"plutonium":{"dedupeId":"bless"}},"changes":[{"key":"system.bonuses.abilities.save","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.mwak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.msak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.rsak.attack","mode":2,"value":"+1d4","priority":null},{"key":"system.bonuses.rwak.attack","mode":2,"value":"+1d4","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/life/heart-hand-gold-green.webp","origin":"Item.kZZAZ6kp9YzgPQEe","tint":null,"transfer":false,"name":"Bless","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477657,"modifiedTime":1705584943697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uQ6nBdvbQqwjOc90","sort":0},{"name":"Направляющий луч/Guiding Bolt","type":"spell","system":{"description":{"value":"
\n
Вспышка света бьёт в выбранное вами существо в пределах дистанции. Совершите дистанционную атаку заклинанием по этой цели. При попадании цель получает [[/r 4d6]] лучистого урона, а следующий бросок атаки против этой цели до конца вашего следующего хода получает преимущество благодаря тусклому мистическому свету, который исходит от неё.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.3W4w7xIZKMPpbmBC"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481637,"modifiedTime":1705584944680,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jtFloULqgYsm04Xw","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

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Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1705584945633,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"R9OPnOFqNNo0XYCQ","sort":0},{"name":"Призрачное оружие/Spiritual Weapon","type":"spell","system":{"description":{"value":"
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Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

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В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

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Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["floor(@item.level / 2)d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.2C6V50Bb0D8xR0KL"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486714,"modifiedTime":1705584946955,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"DBzJ4FZR8OfR83h4","sort":0},{"name":"Паралич гуманоида/Hold Person","type":"spell","system":{"description":{"value":"
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Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.IbCGIAnOi7OnqJOd"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760482103,"modifiedTime":1705584948409,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"8YEkTpKOBlgWNqp8","sort":0},{"name":"Массовое исцеляющее слово/Mass Healing Word","type":"spell","system":{"description":{"value":"

Вы произносите слова исцеления, и не более шести существ на ваш выбор, которых вы видите в пределах дистанции, восстанавливают ПЗ в количестве [[/r 1d4]] + модификатор вашей заклинательной характеристики. Заклинание не действует на нежить и конструкции.

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На высоких кругах.

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Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, исцеление увеличивается на [[/r 1d4]] за каждый круг ячейки выше 3-го.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":6,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"},"properties":["vocal"]},"img":"icons/magic/life/heart-cross-strong-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mass%20healing%20word_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mtZ6NUytoM0OpCBq"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483372,"modifiedTime":1705584951877,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jiMfJjhV8WfInyqE","sort":0},{"name":"Полиглот/Tongues","type":"spell","system":{"description":{"value":"
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Это заклинание позволяет существу, которого вы коснулись, понимать устную речь на любых языках, которую оно слышит. Кроме того, когда цель говорит, любое существо, знающее хоть один язык и способное слышать цель, понимает речь цели.

\n
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Разбойники рыщут бандами, возглавляемыми головорезами, ветеранами или заклинателями. Не все разбойники злы. Угнетения, засуха, болезни или голод могут подтолкнуть самых честных жителей на путь разбоя.

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Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

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Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while @condition[invisible], attacking with its poison stinger.

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one.

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The imp magically turns @condition[invisible] until it attacks, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the imp wears or carries is @condition[invisible] with it.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against spells and other magical effects.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Существо совершает две атаки кинжалом и использует Ошеломляющий взгляд.

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Откуда-то из темноты слышатся гортанные стоны. В поле зрения появляется шатающееся тело, подволакивающее распухшую ногу и тянущее изломанные руки. Зомби с легкостью убьют всех, кто не успеет избежать их объятий.

Темные слуги. Зловещая некромантия заставляет мёртвых подниматься в виде зомби, выполняющих без страха и сомнения то, что прикажет их создатель. Они двигаются неровной, дергающейся походкой, одетые в гниющие остатки того, в чем их похоронили, окружая себя зловонным запахом разложения.

Большинство зомби создается из гуманоидных останков, однако подобием жизни могут быть наполнены плоть и кости любого живого существа. Обычно для этого используется заклинание из арсенала некромантии. Некоторые зомби могут подниматься самостоятельно, когда темная магия окутывает какое-либо пространство. Единожды поднятое как зомби, существо не сможет больше вернуться к жизни, разве что кроме как посредством могущественной магии, например, заклинания воскрешение [resurrection].

У зомби нет никакого осознания бывшего себя, его разум лишен мыслей и фантазии. Без приказа зомби будет просто стоять на месте и гнить, пока рядом не окажется кто-то, кого можно убить. Магия, поднявшая зомби, наполняет его злом, поэтому оставленный без цели, он атакует любое живое существо, столкнувшееся с ним.

Отвратительные тела. Зомби появляются такими, какими они были при жизни, демонстрируя раны, от которых умерли. Однако магия, которая создает этих ужасных существ, требует времени. Мертвые воины могут подняться на поле боя, выпотрошенные и раздутые, после нескольких дней на солнце. Грязный мертвец, бывший когда-то крестьянином, может прорыть себе путь из земли, покрытый личинками и червями. Зомби может быть вынесен прибоем или восстать посреди болота, разбухший и воняющий, после многих недель, проведенных в воде.

Безмозглые солдаты. Зомби выбирают самый кратчайший путь к своему врагу, неспособные оценить препятствия на пути, тактику и опасный ландшафт. В стремлении достичь своего врага, находящегося на другом берегу, они могут войти в бурлящую реку, где их размажет о камни. Чтобы убить противника, стоящего внизу, зомби могут выйти в открытое окно. Они бездумно шагнут в полыхающий огонь, колодец с кислотой, и напрямую пойдут через поле, усеянное шипами.

Они могут следовать простым приказам и отличать друзей от врагов, но их способности ограничены волочением ног туда, куда укажут, убивая всех врагов на пути. Зомби обычно вооружены тем, что использовали, и не будут поднимать выпавшее оружие и другие инструменты, пока им не прикажут.

Натура нежити. Зомби не нужен воздух, еда, питье и сон.

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Если существо получает урон, уменьшающий хиты до 0, оно совершает спасбросок Телосложения Сл 5 + полученный урон, если только это не был урон излучением или урон от критического попадания. При успехе хиты зомби опускаются всего лишь до 1.

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Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.

A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.

In some cases, a rug of smothering is disguised as a @item[carpet of flying] or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.

Animated Objects[–]

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature.

An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одно существо с размером не больше Среднего.

Попадание: Существо становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченным/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплёна/Blinded}, и рискует задохнуться, а ковер не может душить другую цель. Кроме того, цель в начале каждого своего хода получает дробящий урон 10 (2к6 + 3).

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Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

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A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.

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Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still go the scar.

— Levity Quickstitch, halfling rogue

Animated Objects[–]

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature.

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Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/pearl-brown-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"antimagic%20susceptibility_animated%20armor_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.0tho1z4IIogSiA0d"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397943490,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"yHNQY8oPQIxcnZhx","sort":300000}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376919686,"modifiedTime":1705835440212,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"FA7rV5oFc8ZAG7Fr","sort":1000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"name":"Мастер душ/Master of Souls","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"master%20of%20souls_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF"}},"_id":"QYKDfGkcT0czyP2f","img":"https://5etools-mirror-1.github.io/img/BGDIA/Master of Souls.png","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":45,"max":45,"temp":null,"tempmax":null,"formula":"6d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","exhaustion":0},"details":{"biography":{"value":"

Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

","public":""},"alignment":"neutral evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":4,"spellLevel":5,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["abyssal","common","infernal"],"custom":""},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":2,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Мастер душ","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Master of Souls.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"sight":{"enabled":true,"range":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"core":{"occlusionRadius":null}},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Мастер душ совершает две атаки цепом

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_master%20of%20souls_bgdia_bgdia"}},"effects":[],"_id":"CYzNNbWIAPqbyqzt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577730630,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sqZ3VCq07yF4Sgg2","name":"Магия могилы/Grave Magic","type":"feat","system":{"description":{"value":"

Когда мастер душ накладывает заклинание, наносящее урон, он может изменить тип урона заклинания на некротическую энергию.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"grave%20magic_master%20of%20souls_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577760893,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Мастер душ является заклинателем 5-го уровня. Его базовой характеристикой является Интеллект (Сл спасброска от заклинаний 14, +6 к атакам заклинаниями). Он знает следующие заклинания волшебника:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_master%20of%20souls_bgdia_bgdia"}},"effects":[],"_id":"OF5LlPXlZ1k5UH7q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575004668,"modifiedTime":1705577869719,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к8) дробящего урона плюс 7 (2к6) урона некротической энергией, и цель получает помеху на все спасброски до конца следующего хода мастера душ.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","bludgeoning"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"flail"},"container":null},"name":"Цеп с посеребрённым черепом/Silvered Skull Flail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/maces/flail-cube-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"silvered%20skull%20flail_master%20of%20souls_bgdia_bgdia"},"core":{"sourceId":"Actor.GmsUOo25Mc37aDwF.Item.HMFj4DPcjkaDS8yU"}},"effects":[],"_id":"3ALoNActjNS3qLHO","folder":"xNMENi6fC5M1utzb","sort":100000,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003985,"modifiedTime":1705577510176,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ледяное прикосновение/Chill Touch","type":"spell","system":{"description":{"value":"
\n

Вы создаёте призрачную ладонь скелета в пространстве, занимаемом существом в пределах дистанции. Совершите дистанционную атаку заклинанием по существу, чтобы обдать его холодом могилы. При попадании цель получает [[/r 1d8]] некротического урона и не может восстанавливать ПЗ до начала вашего следующего хода. Все это время ладонь цепляется за цель.

\n

Если вы попали этой атакой по нежити, она также получает помеху к броскам атаки по вам до конца вашего следующего хода

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го ([[/r 2d8]]), 11-го ([[/r 3d8]]) и 17-го уровня ([[/r 4d8]]).

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/lightning/claws-unarmed-strike-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"chill%20touch_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.9Qduakq0f6WMEE6h"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477996,"modifiedTime":1705577533351,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"JtyOvhoxHQ7m1dvD","sort":0},{"name":"Магическая рука/Mage Hand","type":"spell","system":{"description":{"value":"
\n

Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/orbs-hand-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.gj4QqKCHHJOEcLPk"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483078,"modifiedTime":1705577538400,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"a4zskGQ5YzRqYxex","sort":0},{"name":"Сообщение/Message","type":"spell","system":{"description":{"value":"
\n

Вы указываете пальцем на существо в пределах дистанции и шепчете сообщение. Цель (и только цель) слышит его и может ответить шёпотом, который услышите только вы.

\n

Вы можете творить это заклинание сквозь твёрдые преграды, если вы знакомы с целью и точно знаете, что она за преградой. Магическая тишина, 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или 3 фута дерева или земли блокируют заклинание. Заклинание необязательно должно идти по прямой, оно может огибать углы и проходить через отверстия.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"a short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/skills/social/diplomacy-writing-letter.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"message_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BhCMz3efimLHsAJD"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483587,"modifiedTime":1705577548303,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"H2FuIPCcTO1CpFXb","sort":0},{"name":"Мелкие фокусы/Prestidigitation","type":"spell","system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.U1HsDwNII7mHRku4"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760484828,"modifiedTime":1705577553248,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0I3fbrcq43xpBqK4","sort":0},{"name":"Пылающие руки/Burning Hands","type":"spell","system":{"description":{"value":"
\n
Вы поднимаете руки, сложив вместе большие пальцы и растопырив остальные, и тонкие полоски пламени вырываются из выставленных пальцев. Каждое существо в пределах 15-футового конуса должно пройти испытание Ловкости. При провале существо получает [[/r 3d6]] урона огнём, при успехе — половину этого урона.
\n
 
\n
Пламя поджигает все горючие предметы в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/flame-burning-fist-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"burning%20hands_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.6kZoiWTSqWB55ntW"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477851,"modifiedTime":1705577558663,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"cdhA7pXc3aDnCVB6","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы чувствуете присутствие магии в пределах 30 футов от вас. Почувствовав магию, можете использовать действие, чтобы разглядеть слабую ауру вокруг любого видимого существа или объекта в области действия, содержащего магию, и узнать его школу магии, если она есть.

\n

Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1705577567694,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"3M5TPiku2Bqa5kUO","sort":0},{"name":"Луч болезни/Ray of Sickness","type":"spell","system":{"description":{"value":"
\n
Зелёный луч болезнетворной энергии бьет в существо в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 2d8]] урона ядом и должна пройти испытание Выносливости. При провале цель @Compendium[laaru-dnd5-hw.sostoyaniya.Tlc2LbRijKy9nxxb]{отравлена } до конца вашего следующего хода.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":1,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/light/beam-rays-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20sickness_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.1GF16PsZcVxnOT9C"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485342,"modifiedTime":1705577573154,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"QZKUNGljtl5iRQAD","sort":0},{"name":"Щит/Shield","type":"spell","system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/defensive/shield-barrier-deflect-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.UL7Q0pD3yLBFIHDa"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[{"_id":"6pbotGIvqQkraPva","flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":["turnStartSource"],"transfer":false}},"changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Щит","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486149,"modifiedTime":1705577577314,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"X45ET5R8Btzdbc5A","sort":0},{"name":"Тьма/Darkness","type":"spell","system":{"description":{"value":"
\n

Из выбранной вами точки в пределах дистанции исходит магическая тьма, наполняя сферу радиусом 15 футов, пока длится заклинание. @Compendium[laaru-dnd5-hw.sostoyaniya.QaHqDYEkBSnpDwhB]{Тьма} распространяется и за углы. Существо с ночным зрением не может видеть в ней, и никакой немагический свет не может её осветить.

\n

Если начальная точка находится на объекте, который вы держите, или на объекте, который не носят и не держат другие существа, то тьма исходит от этого предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом вроде ведра или шлема, он заблокирует тьму.

\n

Если область действия этого заклинания накладывается на область света, созданного заклинанием 2-го круга или ниже, заклинание, создавшее свет, рассеивается.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/unholy/orb-rays-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Hx7IYrQitdnS8uLm"},"dnd5e":{"migratedProperties":["vocal","material","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479180,"modifiedTime":1705577582371,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"31U0cuHQgoBkbpAv","sort":0},{"name":"Туманный шаг/Misty Step","type":"spell","system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.oL2gzIuR7xZZdMmV"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483879,"modifiedTime":1705577586533,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"XYg69Gc4HmKuD8lx","sort":0},{"name":"Опаляющий луч/Scorching Ray","type":"spell","system":{"description":{"value":"
\n
Вы создаёте три луча пламени и направляете их в цели в пределах дистанции. Вы можете направить их как в одну цель, так и в несколько.
\n
 
\n
Совершите дистанционную атаку заклинанием для каждого луча. При попадании цель получает [[/r 2d6]] урона огнём.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, вы создаете по одному дополнительному лучу за каждый круг ячейки выше 2-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/beam-rays-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scorching%20ray_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.RHxuWlgnwSxN5la0"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485767,"modifiedTime":1705577591318,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"ejG929VzpdcdhWX3","sort":0},{"name":"Оживление мертвецов/Animate Dead","type":"spell","system":{"description":{"value":"
\n
\n
Заклинание создаёт слугу-нежить. Выберите груду костей или труп среднего или небольшого гуманоида в пределах дистанции. Ваше заклинание наделяет покойника нечестивым подобием жизни и превращает его в нежить. Цель становится скелетом, если вы выбрали кости, или зомби, если это был труп (параметры существа есть у мастера).
\n
 
\n
В каждый ваш ход вы можете использовать бонусное действие, чтобы отдать мысленный приказ любому существу, которое вы создали этим заклинанием, если оно в пределах 60 футов от вас. Если вы контролируете несколько существ, можете отдать одинаковый приказ любому их количеству одновременно. Вы можете решить, какое действие совершит существо и куда переместится в свой следующий ход, а можете отдать приказ общего характера, например охранять конкретную комнату или коридор. Если вы не прикажете ничего, то существо будет только защищаться от враждебных существ. Получив приказ, существо следует ему до выполнения задачи.
\n
 
\n
Существо остаётся под вашим контролем 24 часа, после чего перестаёт подчиняться вашим приказам. Чтобы сохранить контроль над существом ещё на 24 часа, вам надо снова сотворить на него это заклинание, пока нынешние 24 часа не истекли. Подобное применение заклинания позволяет вам сохранить контроль над четырьмя или менее существами, которых вы оживили этим заклинанием, вместо того, чтобы оживлять новое.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете оживить или продлить контроль над двумя дополнительными существами-нежитью за каждый круг ячейки выше 3-го. Каждое из этих существ должно быть создано из отдельного трупа или груды костей.
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"object","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/skeleton-skull-soul-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"animate%20dead_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Zgg4AT3vXYI5l24w"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760476932,"modifiedTime":1705577597292,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"d8lA3kVEGhcneIGF","sort":0},{"name":"Огненный шар/Fireball","type":"spell","system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
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Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

Animated Dead.

Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.

While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.

Obedient Servants.

Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.

A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.

Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.

Habitual Behaviors.

Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.

When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.

Undead Nature.

A skeleton doesn't require air, food, drink, or sleep.

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Фанатик является заклинателем 4-го уровня. Его базовой характеристикой является Мудрость (Сл спасброска от заклинания 11, +3 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания жреца:

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","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/dagger.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"dagger_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_1enkwcwbvf5","path":"Оружие#/CF_SEP/Простое#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.txjsB2KlE72Od2F8"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491758733,"modifiedTime":1695402817911,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"9UmQnImxpqU5DeMu","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"name":"Темная преданность/Dark Devotion","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от очарования и испуга.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/silhouette-hold-change-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"dark%20devotion_cultist_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.FQ8YLRGboH5S7U3q"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376903539,"modifiedTime":1695402856071,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"m8hGI1eJwxq7zC0l","sort":800000},{"name":"Кожаный доспех/Leather Armor","type":"equipment","system":{"description":{"value":"

Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":10,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"light","baseItem":"leather"},"container":null,"properties":[]},"img":"https://static.kdiva.ru/foundry-main/icons/items/leather-armor.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDesc":{"value":true},"quickFooter":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_kn622m5gor","path":"Доспехи#/CF_SEP/Легкие","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.ANPh6rgtdnK8Jx8R"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491884491,"modifiedTime":1695402872225,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"1LL9HxsMZXjc695k","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"_id":"2y94uFqsEKzYdVOq","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"},"dnd5e":{"migratedProperties":["vocal","material"]}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
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Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402968637,"modifiedTime":1695402968637,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gMLpuP3L6UmnV4gs","name":"Священное пламя / Sacred flame","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-sacred-flame.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.mktyke6cHgfjC2Ch"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402969408,"modifiedTime":1695402969408,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VjaXZ9TaXMEolnUf","name":"Тавматургия / Thaumaturgy","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.TfHTlYOXsZ38Eg0d"},"dnd5e":{"migratedProperties":["vocal"]}},"system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402970377,"modifiedTime":1695402970377,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cyyNJPSYvMVhdmLL","name":"Нанесение ран / Inflict wounds","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-inflict-wounds.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"inflict%20wounds_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.altdeIzRmyqfYgJR"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n
\n

Совершите атаку заклинание в ближнем бою по существу в пределах зоны досягаемости. При попадании цель получает [[/r 3d10]] некротического урона.

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\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 1-го.

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\n
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\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402972523,"modifiedTime":1695402972523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uDogmXLZr1L57qHI","name":"Приказ / Command","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.k6uRUXjfFHVDKlkP"},"dnd5e":{"migratedProperties":["vocal"]}},"system":{"description":{"value":"
\n
\n

ВЫ отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

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Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

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Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

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\n
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Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

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Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

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\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

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Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

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\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402973400,"modifiedTime":1695402973400,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3iL7ysaGk3qzgQHR","name":"Щит веры / Shield of faith","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-shield-of-faith.webp","effects":[{"_id":"XealRJaACCCr8opR","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"2","priority":20}],"disabled":false,"duration":{"rounds":1,"startTime":null,"seconds":600,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield-of-faith.webp","origin":"Item.06VSVjGgNPx0HQEd","transfer":false,"flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":[],"transfer":false}},"tint":null,"name":"Щит веры","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield%20of%20faith_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.E50OiYV2VXFR9Y1U"},"enhancedcombathud":{"set1s":false,"set2s":false,"set3s":false},"midi-qol":{"effectActivation":false},"exportSource":{"world":"avernus","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"system":{"description":{"value":"
\n

Мерцающее поле окутывает выбранное вами существо в пределах дистанции и даёт ему бонус +2 к КБ, пока длится заклинание.

\n
 
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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"пергамент с цитатой из священного текста","consumed":false,"cost":null,"supply":null},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974153,"modifiedTime":1695402974153,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9KztsuRYk3x8S4gm","name":"Призрачное оружие / Spiritual weapon","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-spiritual-weapon.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.HDdcyUEuUejBmr4b"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
\n

В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

\n

Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(floor((@item.level) / 2))d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974952,"modifiedTime":1695402974952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CrUTRgX9ch6tQbS","name":"Паралич гуманоида / Hold person","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-hold-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hVtpA65yDM3w760t"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Капитан совершает три рукопашные атаки: две скимитаром и одну кинжалом. Вместо этого капитан может совершить две дальнобойные атаки кинжалами.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_bandit%20captain_mm_mm"}},"effects":[],"_id":"Ztas56ywVyOfrwFw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889327,"modifiedTime":1705700872747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"55ZbRuLKz4ijYggj","name":"Парирование/Parry","type":"feat","system":{"description":{"value":"

Капитан добавляет 2 к КД против одной рукопашной атаки, которая должна попасть по нему. Для этого капитан должен видеть атакующего, и должен использовать рукопашное оружие.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/swords/swords-short.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"MM","hash":"parry_bandit%20captain_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376889327,"modifiedTime":1705700891867,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Скимитар/Scimitar","type":"weapon","system":{"description":{"value":"
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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.
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Cruel Tyrants.

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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Жнец совершает две атаки кинжалом и использует Окутывание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"c4xmoScV2J9MIyLL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576627677,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Окутывание/Shroud Self","type":"feat","system":{"description":{"value":"

Жнец волшебным образом становится @Compendium[sc-common.sc-common.v41S6MnnRCbxjE3h]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"shroud%20self_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"E5GKAKcAoicCxK4w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576651237,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой жнеца является Харизма (Сл спасброска от заклинания 13). Жнец может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"tzp2Y3BnwHQmGSyg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007366,"modifiedTime":1705576701280,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кинжал/Dagger","type":"weapon","system":{"description":{"value":"
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\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mBJqjh6CYGvk6tjb"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477971,"modifiedTime":1705576741659,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"E3xnnzhBTvYpOVFj","sort":0},{"name":"Изменение облика/Disguise Self","type":"spell","system":{"description":{"value":"
\n

Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

\n

Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

\n

Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

\n

Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

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Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.

In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses @spell[revivify] and @spell[raise dead] spells to bring them back to life as soon as possible.

If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.

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Arkhan makes three weapon attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 16 ([[/r 1d8 + 12]]) slashing damage, or 17 ([[/r 1d10 + 12]]) slashing damage when used with two hands, plus 9 ([[/r 2d8]]) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 ([[/r 2d8]]) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, plus 4 piercing damage and 9 ([[/r 2d8]]) cold damage if the javelin was used to make a melee attack.

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Ranged Weapon Attack: [[/r 1d20+10]]{+10} to hit, range 30/120 ft., one target. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, plus 4 piercing damage and 9 ([[/r 2d8]]) cold damage if the javelin was used to make a melee attack.

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While Arkhan isn't @condition[incapacitated], he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type.

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The @item[Hand of Vecna] has 8 charges and regains [[/r 1d4 + 4]] expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): @spell[finger of death] (5 charges), @spell[sleep] (1 charge), @spell[slow] (2 charges), and @spell[teleport] (3 charges).

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Arkhan wields @item[Fane-Eater|bgdia] and wears a suit of @item[Obsidian Flint Dragon Plate|bgdia]. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on him.

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You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on yourself.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":65,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"proficient":1,"unidentified":{"description":""},"type":{"value":"heavy","baseItem":"plate"},"container":null,"properties":["stealthDisadvantage"]},"img":"icons/equipment/chest/breastplate-layered-gilded-black.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"obsidian%20flint%20dragon%20plate_bgdia"},"dnd5e":{"migratedProperties":["stealthDisadvantage"]}},"effects":[],"_id":"S6Vzt0szSG1O293o","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868402392,"modifiedTime":1705868402392,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shield","type":"equipment","system":{"description":{"value":"

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @condition[charmed] by you for the duration. While the creature is @condition[charmed] by you, it takes [[/r 5d10]] psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A @spell[remove curse], @spell[greater restoration], or @spell[wish] spell also ends it.

At Higher Levels.

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a @creature[skeleton] if you chose bones or a @creature[zombie] if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra [[/r 2d6]] radiant damage to the target, which becomes visible if it's @condition[invisible], and the target sheds dim light in a 5-foot radius and can't become @condition[invisible] until the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by [[/r 1d6]] for each slot level above 2nd.

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You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

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Innate Spellcasting.

Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:

  • 3/day each: @UUID[Actor.ddXrS1QPzhHKwsZL.Item.sXMVcDoJlsd1erIl], @UUID[Actor.ddXrS1QPzhHKwsZL.Item.5krcKpDODoi4w32I] (at 4th level), @UUID[Actor.ddXrS1QPzhHKwsZL.Item.ATlvnkj9y6BQsX6Z]

  • 1/day each: @UUID[Actor.ddXrS1QPzhHKwsZL.Item.TnN302Mc3sjrVppH], @UUID[Actor.ddXrS1QPzhHKwsZL.Item.6X6vV81j7eltkrtd]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_arkhan%20the%20cruel_bgdia_bgdia"}},"effects":[],"_id":"K5T8i7dDDLMComjO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868402598,"modifiedTime":1705868402598,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[{"icon":"modules/plutonium/media/icon/mighty-force.svg","changes":[{"key":"system.attributes.ac.bonus","value":"1","mode":2,"priority":7}],"disabled":false,"duration":{"startTime":1692144127,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"origin":null,"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"otherAcBonus"}},"name":"Other AC Bonus","_id":"o4nOtsfXd68NqS12","description":"","statuses":[]}],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868402015,"modifiedTime":1710166991339,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Bel","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"bel_bgdia"}},"_id":"5KyObh1yl1LuyA2z","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Bel.webp","system":{"abilities":{"str":{"value":28,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":26,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":26,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":364,"max":364,"temp":0,"tempmax":0,"formula":"27d10 + 216"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":60,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"

From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.

Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.

","public":""},"alignment":"lawful evil","race":null,"type":{"value":"fiend","subtype":"devil","swarm":"","custom":""},"environment":"","cr":25,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"lg","di":{"value":["fire","poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","bludgeoning","piercing","slashing"],"bypasses":["mgc","sil"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["common","infernal"],"custom":"telepathy 120 ft."},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Bel","displayName":20,"actorLink":true,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Bel.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

Bel makes three attacks: two with his greatsword and one with his tail.

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Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 10 ft., one target. Hit: 23 ([[/r 4d6 + 9]]) slashing damage plus 21 ([[/r 6d6]]) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"7","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6 + @mod","slashing"],["6d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["hvy","two","mgc"],"proficient":0,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"greatsword"},"container":null},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"greatsword_bel_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"J3vEa0QHPtnTF5CU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 10 ft., one target. Hit: 25 ([[/r 3d10 + 9]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be @condition[stunned] until the end of its next turn.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"7","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":23,"scaling":"int"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":0,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"tail_bel_bgdia_bgdia"}},"effects":[],"_id":"8aNcg39oEAnvL6Ss","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rhojKHBxbBRWz0ol","name":"Fear Aura","type":"feat","system":{"description":{"value":"

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is @condition[incapacitated]. Unless the save succeeds, the creature is @condition[frightened] until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":23,"scaling":"int"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/fear-fright-monster-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"fear%20aura_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sSHqcU58wnz37IJg","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If Bel fails a saving throw, he can choose to succeed instead.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"special","cost":null,"condition":"If Bel fails a saving throw, he can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legres.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"legendary%20resistance%20(3%2fday)_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KqmO07Q7fNlb4Cbj","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Bel has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"au8NbKCheaO43qx9","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Bel's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"sIGVZrCSSadKpwo9","name":"Fireball","type":"feat","system":{"description":{"value":"

Bel casts @spell[fireball].

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"fireball_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pXyarOCospav1cjF","name":"Tactical Edge","type":"feat","system":{"description":{"value":"

Roll a [[/r d6]] for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/shield/heater-steel-sword-yellow-black.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"tactical%20edge_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KKOwGkPTjIIwd99t","name":"Summon Ice Devil","type":"feat","system":{"description":{"value":"

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":3,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/strike-ice-blade-fang.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"summon%20ice%20devil_bel_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
Bel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bel regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.sIGVZrCSSadKpwo9]{Fireball}
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.pXyarOCospav1cjF]{Tactical Edge}
  • @UUID[Actor.5KyObh1yl1LuyA2z.Item.KKOwGkPTjIIwd99t]{Summon Ice Devil}
\n\t\t
","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"mqUzssCglcVYhfZ0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403115,"modifiedTime":1705868403115,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Imprisonment","type":"spell","system":{"description":{"value":"

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial.

The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining.

Heavy chains, firmly rooted in the ground, hold the target in place. The target is @condition[restrained] until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison.

The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment.

The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber.

The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell.

During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A @spell[dispel magic] spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"perm"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":9,"school":"abj","materials":{"value":"a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target","consumed":false,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/control/encase-creature-spider-hold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"imprisonment_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"FxCmNHirY4xg7DHx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403160,"modifiedTime":1705868403160,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Meteor Swarm","type":"spell","system":{"description":{"value":"

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes [[/r 20d6]] fire damage and [[/r 20d6]] bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

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Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/sundries/misc/pet-collar-spiked-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20monster_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"a2PMGSKnJpP1DLJf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403232,"modifiedTime":1705868403232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"KIuJncgea0bn82zc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403258,"modifiedTime":1705868403258,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mislead","type":"spell","system":{"description":{"value":"

You become @condition[invisible] at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are @condition[blinded] and @condition[deafened] in regard to your own surroundings.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic","concentration"]},"img":"icons/magic/death/mouth-bite-fangs-vampire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mislead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic","concentration"]}},"effects":[],"_id":"toS3C2LhmrPbhxCL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403284,"modifiedTime":1705868403284,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Raise Dead","type":"spell","system":{"description":{"value":"

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"nec","materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"IzXfR3oD0Qwy6Jzt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403308,"modifiedTime":1705868403308,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"8sfsGTeXHmd9AJ0S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403336,"modifiedTime":1705868403336,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Fire","type":"spell","system":{"description":{"value":"

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes [[/r 5d8]] fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals [[/r 5d8]] fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"JK4GL1hpu2G589hf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403407,"modifiedTime":1705868403407,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fireball","type":"spell","system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":3,"school":"evo","materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"296hvDJM8PFqWWqs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403435,"modifiedTime":1705868403435,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.5KyObh1yl1LuyA2z.Item.JK4GL1hpu2G589hf], @UUID[Actor.5KyObh1yl1LuyA2z.Item.296hvDJM8PFqWWqs]

  • 3/day each: @UUID[Actor.5KyObh1yl1LuyA2z.Item.XqhC06AXrHpjBwjo], @UUID[Actor.5KyObh1yl1LuyA2z.Item.a2PMGSKnJpP1DLJf], @UUID[Actor.5KyObh1yl1LuyA2z.Item.KIuJncgea0bn82zc], @UUID[Actor.5KyObh1yl1LuyA2z.Item.toS3C2LhmrPbhxCL], @UUID[Actor.5KyObh1yl1LuyA2z.Item.IzXfR3oD0Qwy6Jzt], @UUID[Actor.5KyObh1yl1LuyA2z.Item.8sfsGTeXHmd9AJ0S], @UUID[Actor.5KyObh1yl1LuyA2z.Item.MiFqK3rXP7SWv7fI]

  • 1/day each: @UUID[Actor.5KyObh1yl1LuyA2z.Item.FxCmNHirY4xg7DHx], @UUID[Actor.5KyObh1yl1LuyA2z.Item.6c9XxkN3zpMIcfNp]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_bel_bgdia_bgdia"}},"effects":[],"_id":"mBiKBFQtiedHxv1r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868403460,"modifiedTime":1705868403460,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868402722,"modifiedTime":1710166991455,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Bitter Breath","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"bitter%20breath_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"c2CRlGWlnsr1ryoR","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/057-u4jqy-03-09.webp","system":{"abilities":{"str":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":178,"max":178,"temp":null,"tempmax":null,"formula":"17d10 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Burney uses one of the following breath weapons: @UUID[Actor.uzVrNQarrzDFr1Dk.Item.xk1LEWQbB4acU8RB]{Acid Breath} or @UUID[Actor.uzVrNQarrzDFr1Dk.Item.QoBZmtBzZAYinVAf]{Slowing Breath}

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Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 ([[/r 14d8]]) acid damage on a failed save, or half as much damage on a successful one.

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Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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 creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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Burney 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 (Burney's choice).

In a new form, Burney retains its alignment, hit points, 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.

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If Burney fails a saving throw, it can choose to succeed instead.

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Burney has the benefits of the @feat[healer] feat as well as proficiency with both the @item[healer's kit|phb] and the @item[herbalism kit|phb].

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Burney has received several blessings in her service to Bahamut:

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Burney makes a Wisdom (@skill[Perception]) check.

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Burney makes a tail attack.

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Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6 + 8]]) bludgeoning damage and be knocked @condition[prone]. Burney can then fly up to half its flying speed.

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Burney can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Burney regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.NU6NEJAjo1axZ531]{Detect}
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.Vf7oHRDGQzMaMpJB]{Tail Attack}
  • @UUID[Actor.uzVrNQarrzDFr1Dk.Item.flOtai9Wx42nmryY]{Wing Attack}
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Crokek'toeck can breathe air and water.

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Crokek'toeck has advantage on saving throws against spells and other magical effects.

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Crokek'toeck's weapon attacks are magical.

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Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

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Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 10 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"lOXx8uQf7Q8aqN5s","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409714,"modifiedTime":1705868409714,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"a5OiBJIRD9O4tQWB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409738,"modifiedTime":1705868409738,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"6s0QmLnd8KXNjQpP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409762,"modifiedTime":1705868409762,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"QCCoqkxeELt7RLwj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409790,"modifiedTime":1705868409790,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shield","type":"spell","system":{"description":{"value":"

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from @spell[magic missile].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/defensive/shield-barrier-deflect-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[{"_id":"6pbotGIvqQkraPva","flags":{"plutonium":{"dedupeId":"shield"}},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/defensive/shield-barrier-deflect-teal.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Shield","description":"","statuses":[]}],"_id":"3gJF3TY4dMWlLr4d","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409816,"modifiedTime":1705868409816,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"bhZV9mCH0P2IPDO8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409840,"modifiedTime":1705868409840,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Suggestion","type":"spell","system":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"enc","materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/nature/elemental-plant-humanoid.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","material","concentration"]}},"effects":[],"_id":"GUYvubjoEQLQICcC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409862,"modifiedTime":1705868409862,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic"]}},"effects":[],"_id":"AUteA9eG25NO48CQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409883,"modifiedTime":1705868409883,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fireball","type":"spell","system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"Uda7dn4ZXKV1f479","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409911,"modifiedTime":1705868409911,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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You or a creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person.

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A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes [[/r 2d8]] bludgeoning damage and [[/r 4d6]] cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by [[/r 1d8]] for each slot level above 4th.

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A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"oaGaL6nzyutKE9sH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410036,"modifiedTime":1705868410036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). Elliach has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.LexJpVdjG2LcBDc8.Item.e7RyZQkgmjLxuWtp], @UUID[Actor.LexJpVdjG2LcBDc8.Item.Fi6RvEDOSsOFmvuS], @UUID[Actor.LexJpVdjG2LcBDc8.Item.BePw0f9lQGeqUJR6], @UUID[Actor.LexJpVdjG2LcBDc8.Item.lOXx8uQf7Q8aqN5s]

  • 1st level (4 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.a5OiBJIRD9O4tQWB], @UUID[Actor.LexJpVdjG2LcBDc8.Item.6s0QmLnd8KXNjQpP], @UUID[Actor.LexJpVdjG2LcBDc8.Item.QCCoqkxeELt7RLwj], @UUID[Actor.LexJpVdjG2LcBDc8.Item.3gJF3TY4dMWlLr4d]

  • 2nd level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.bhZV9mCH0P2IPDO8], @UUID[Actor.LexJpVdjG2LcBDc8.Item.GUYvubjoEQLQICcC]

  • 3rd level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.AUteA9eG25NO48CQ], @UUID[Actor.LexJpVdjG2LcBDc8.Item.Uda7dn4ZXKV1f479], @UUID[Actor.LexJpVdjG2LcBDc8.Item.mdF6xFwUCn3sNnHf]

  • 4th level (3 slots): @UUID[Actor.LexJpVdjG2LcBDc8.Item.ntrrMSFwNmgzUkQK], @UUID[Actor.LexJpVdjG2LcBDc8.Item.hFTeFhy361VQwyJB]

  • 5th level (1 slot): @UUID[Actor.LexJpVdjG2LcBDc8.Item.oaGaL6nzyutKE9sH]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_elliach_bgdia_bgdia"}},"effects":[],"_id":"B1tsnUhpfYdhfMKa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410061,"modifiedTime":1705868410061,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868409429,"modifiedTime":1710166991527,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Feonor","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"feonor_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"LnT61AnAJOmvP6N9","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/058-gyhxw-03-10.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":99,"max":99,"temp":null,"tempmax":null,"formula":"18d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"neutral evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":12,"spellLevel":18,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":"damage from spells, nonmagical bludgeoning, piercing, and slashing (from stoneskin)"},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"any six 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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":1,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"name":"Dagger (Melee)","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"dagger%20(melee)_feonor_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"aQmvSTcGxAooaOee","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":1,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"name":"Dagger (Ranged)","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"dagger%20(ranged)_feonor_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"6mq6ikfSpafd2zRr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"iVUnVcH2HNLLzcZL","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Feonor has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_feonor_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410510,"modifiedTime":1705868410510,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Bolt","type":"spell","system":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-bolt-zigzag-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"X8v8LbpghENPPuyl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410529,"modifiedTime":1705868410529,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Light","type":"spell","system":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material"]},"img":"icons/magic/light/orb-lightbulb-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","material"]}},"effects":[],"_id":"nEQWDI5RP4IiG73N","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410544,"modifiedTime":1705868410544,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Hand","type":"spell","system":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/orbs-hand-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"Xj7yI6BCyYDPptNV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410561,"modifiedTime":1705868410561,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Prestidigitation","type":"spell","system":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"42meswcexWAF6mQ8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410578,"modifiedTime":1705868410578,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shocking Grasp","type":"spell","system":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/unholy/hand-fire-skeleton-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shocking%20grasp_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"JVn1XiA0TbUgZ37G","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410600,"modifiedTime":1705868410600,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"v96gJVu75yK8Kxsj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410618,"modifiedTime":1705868410618,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Identify","type":"spell","system":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/sundries/scrolls/scroll-bound-blue-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"identify_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","ritual"]}},"effects":[],"_id":"6E3p83ajF8cKKovU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410636,"modifiedTime":1705868410636,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"om6xpTMMclD6Y2Fo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410660,"modifiedTime":1705868410660,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"9lZqUwAxwxGD9646","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410682,"modifiedTime":1705868410682,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"div","materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"2y3LTPJVWyg1GqIf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410703,"modifiedTime":1705868410703,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"AEeX3jQq1mZBONkP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410725,"modifiedTime":1705868410725,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"4xpWrb63Wo2aQAVG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410746,"modifiedTime":1705868410746,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic"]}},"effects":[],"_id":"pLcTQ4ignEowoZDp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410773,"modifiedTime":1705868410773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"meowZ3iDajxNiav5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410797,"modifiedTime":1705868410797,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Bolt","type":"spell","system":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"5GoFRIVx7APTk2kv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868410822,"modifiedTime":1705868410822,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

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This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"KDfRYHXtc7DZOPDQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411003,"modifiedTime":1705868411003,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"Beeh7kviI6xCZbUk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411035,"modifiedTime":1705868411035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"tIx6pzbsUqtHbtCs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411070,"modifiedTime":1705868411070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"FadQDTjRr5du28Mg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411133,"modifiedTime":1705868411133,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"qFACnE0A8DA2uh6J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411164,"modifiedTime":1705868411164,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"MOUAgpURnR07slSb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411217,"modifiedTime":1705868411217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mind Blank","type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":8,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"2YvJ3tfOZDLmdXAP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411262,"modifiedTime":1705868411262,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Time Stop","type":"spell","system":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"fmKTE2lh58hZ2rA4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411303,"modifiedTime":1705868411303,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Disguise Self","type":"spell","system":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"JJQil6s3AOM8jMLp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411454,"modifiedTime":1705868411454,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"spell","system":{"description":{"value":"

A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"u69suoVhg7UqVzo0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868411499,"modifiedTime":1705868411499,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Feonor can cast @UUID[Actor.LnT61AnAJOmvP6N9.Item.JJQil6s3AOM8jMLp] and @UUID[Actor.LnT61AnAJOmvP6N9.Item.u69suoVhg7UqVzo0] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.LnT61AnAJOmvP6N9.Item.X8v8LbpghENPPuyl], @UUID[Actor.LnT61AnAJOmvP6N9.Item.nEQWDI5RP4IiG73N], @UUID[Actor.LnT61AnAJOmvP6N9.Item.Xj7yI6BCyYDPptNV], @UUID[Actor.LnT61AnAJOmvP6N9.Item.42meswcexWAF6mQ8], @UUID[Actor.LnT61AnAJOmvP6N9.Item.JVn1XiA0TbUgZ37G]

  • 1st level (4 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.v96gJVu75yK8Kxsj], @UUID[Actor.LnT61AnAJOmvP6N9.Item.6E3p83ajF8cKKovU], @UUID[Actor.LnT61AnAJOmvP6N9.Item.om6xpTMMclD6Y2Fo]*, @UUID[Actor.LnT61AnAJOmvP6N9.Item.9lZqUwAxwxGD9646]

  • 2nd level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.2y3LTPJVWyg1GqIf], @UUID[Actor.LnT61AnAJOmvP6N9.Item.AEeX3jQq1mZBONkP], @UUID[Actor.LnT61AnAJOmvP6N9.Item.4xpWrb63Wo2aQAVG]

  • 3rd level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.pLcTQ4ignEowoZDp], @UUID[Actor.LnT61AnAJOmvP6N9.Item.meowZ3iDajxNiav5], @UUID[Actor.LnT61AnAJOmvP6N9.Item.5GoFRIVx7APTk2kv]

  • 4th level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.rpf1Fdy9dcR1flqm], @UUID[Actor.LnT61AnAJOmvP6N9.Item.nbiiypaTJTH5fQ0m], @UUID[Actor.LnT61AnAJOmvP6N9.Item.KDfRYHXtc7DZOPDQ]*

  • 5th level (3 slots): @UUID[Actor.LnT61AnAJOmvP6N9.Item.Beeh7kviI6xCZbUk], @UUID[Actor.LnT61AnAJOmvP6N9.Item.tIx6pzbsUqtHbtCs], @UUID[Actor.LnT61AnAJOmvP6N9.Item.FadQDTjRr5du28Mg]

  • 6th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.qFACnE0A8DA2uh6J]

  • 7th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.MOUAgpURnR07slSb]

  • 8th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.2YvJ3tfOZDLmdXAP]*

  • 9th level (1 slot): @UUID[Actor.LnT61AnAJOmvP6N9.Item.fmKTE2lh58hZ2rA4]

*Feonor casts these spells on itself before combat.

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Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.

Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.

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Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.

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The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.

Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss.

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Kostchtchie makes two melee attacks, only one of which can be a bite attack.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"Xw5h2CLljAMUQysH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+18]]{+18} to hit, reach 5 ft., one creature. Hit: 13 ([[/r 1d6 + 10]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Bite","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"bite_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"pXXZOd4yR4QMav7B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+18]]{+18} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d8 + 10]]) bludgeoning damage, or 21 ([[/r 2d10 + 10]]) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 ([[/r 3d6]]) cold damage to each creature within 30 feet of it.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":2,"price":{"value":0,"denomination":"gp"},"attunement":2,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","bludgeoning"],["3d6","cold"]],"versatile":"2d10 + @mod"},"formula":"","save":{"ability":"","dc":0,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["ver","mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"warhammer"},"container":null},"name":"Matalotok (Warhammer)","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Matalotok.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"matalotok%20(warhammer)_kostchtchie_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"MDmlLrKabQH4kEWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bgaDzk7p61sDu5a3","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If Kostchtchie fails a saving throw, he can choose to succeed instead.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"special","cost":null,"condition":"If Kostchtchie fails a saving throw, he can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legres.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"legendary%20resistance%20(3%2fday)_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nLmn888g6UQ04Lgm","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Kostchtchie has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"COp2MnxEucfMJ2yT","name":"Attack","type":"feat","system":{"description":{"value":"

Kostchtchie makes one melee weapon attack.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"attack_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"HqVxdQEw7BJsFwTh","name":"Charge","type":"feat","system":{"description":{"value":"

Kostchtchie moves up to his speed.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":1,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-red-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"charge_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6paoxVOGh1VRX9mX","name":"Curse","type":"feat","system":{"description":{"value":"

Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/energy-stream-link-spiral-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"curse_kostchtchie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.COp2MnxEucfMJ2yT]{Attack}
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.HqVxdQEw7BJsFwTh]{Charge}
  • @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.6paoxVOGh1VRX9mX]{Curse}
\n\t\t
","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"6WJoA5fDNALAeFzM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412962,"modifiedTime":1705868412962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Evil and Good","type":"spell","system":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment.

As your action, you touch a creature you can reach that is @condition[charmed], @condition[frightened], or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer @condition[charmed], @condition[frightened], or possessed by such creatures.

Dismissal.

As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":5,"school":"abj","materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"fOOMoiZjjQt2C4y7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868412998,"modifiedTime":1705868412998,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Gate","type":"spell","system":{"description":{"value":"

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":9,"school":"con","materials":{"value":"a diamond worth at least 5,000 gp","consumed":false,"cost":5000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-explosion-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"gate_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"qvBCrvxZN4DjvBKV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413018,"modifiedTime":1705868413018,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Harm","type":"spell","system":{"description":{"value":"

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes [[/r 14d6]] necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":6,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/weapons/daggers/knife-kitchen-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"harm_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"9TGhf9fC70VvP40R","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413036,"modifiedTime":1705868413036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Telekinesis","type":"spell","system":{"description":{"value":"

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature.

You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is @condition[restrained] in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object.

You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

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This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"U7pe1LD9d4yfMozP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413079,"modifiedTime":1705868413079,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wind Walk","type":"spell","system":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the @action[Dash] action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is @condition[incapacitated] and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

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You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach.

The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop.

The target drops whatever it is holding and then ends its turn.

Flee.

The target spends its turn moving away from you by the fastest available means.

Grovel.

The target falls @condition[prone] and then ends its turn.

Halt.

The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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Innate Spellcasting.

Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.9TOGBP3U11EjsHLZ], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.rJ6PpnS31TzOBHdL]

  • 1/day each: @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.fOOMoiZjjQt2C4y7], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.qvBCrvxZN4DjvBKV], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.9TGhf9fC70VvP40R], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.oFtT0VI0XrAGmsvP], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.U7pe1LD9d4yfMozP], @UUID[Actor.Zj9jrJxuSMAsUcf4.Item.u32RQvzEc0ch9Y7n]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_kostchtchie_bgdia_bgdia"}},"effects":[],"_id":"MgORuoAYCtHwhuP9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413177,"modifiedTime":1705868413177,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868412686,"modifiedTime":1710166991681,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Krull","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"krull_bgdia"}},"_id":"ihdxnlCszIvfBPaJ","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Krull.webp","system":{"abilities":{"str":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":117,"max":117,"temp":0,"tempmax":0,"formula":"18d8 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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d4 + 5]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claws_krull_bgdia_bgdia"}},"effects":[],"_id":"CWpZga2WfQGUPXV8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) bludgeoning damage plus 9 ([[/r 2d8]]) necrotic damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":10,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + 6","bludgeoning"],["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["hvy","two","mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"maul"},"container":null},"name":"+1 Maul","type":"weapon","img":"icons/weapons/hammers/hammer-simple-iron.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"%2b1%20maul_krull_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"LJdZibwsZWesqjTS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shell Defense","type":"feat","system":{"description":{"value":"

Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is @condition[prone], his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/shell-ridged-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"shell%20defense_krull_bgdia_bgdia"}},"effects":[],"_id":"UKuX2IVcaUCcj7lv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XrHA6D3jMR4kea6m","name":"Hold Breath","type":"feat","system":{"description":{"value":"

Krull can hold his breath for 1 hour.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/pearl-turquoise.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"hold%20breath_krull_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"AkRaVtB9Af3p9k0V","name":"Inescapable Destruction","type":"feat","system":{"description":{"value":"

Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/death/skull-horned-worn-fire-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"inescapable%20destruction_krull_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413508,"modifiedTime":1705868413508,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Chill Touch","type":"spell","system":{"description":{"value":"

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes [[/r 1d8]] necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/lightning/claws-unarmed-strike-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"chill%20touch_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"UL3wSslWQx2sX6dx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413532,"modifiedTime":1705868413532,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mending","type":"spell","system":{"description":{"value":"

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"trs","materials":{"value":"two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/skills/trades/textiles-stitching-leather-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mending_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"lxJRvxdPfVwjJBlE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413547,"modifiedTime":1705868413547,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Resistance","type":"spell","system":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"abj","materials":{"value":"a miniature cloak","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/equipment/shield/buckler-wooden-boss-glowing-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"resistance_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"AdQhqcF8GTVDambp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413576,"modifiedTime":1705868413576,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Sacred Flame","type":"spell","system":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take [[/r 1d8]] radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"5aR5XaWFAugEr7Wt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413609,"modifiedTime":1705868413609,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spare the Dying","type":"spell","system":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"4tMGHyvIXurMayNf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413719,"modifiedTime":1705868413719,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"False Life","type":"spell","system":{"description":{"value":"

Bolstering yourself with a necromantic facsimile of life, you gain [[/r 1d4 + 4]] temporary hit points for the duration.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

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Make a melee spell attack against a creature you can reach. On a hit, the target takes [[/r 3d10]] necrotic damage.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

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A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 2d8]] poison damage and must make a Constitution saving throw. On a failed save, it is also @condition[poisoned] until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @condition[blinded] or @condition[deafened] (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as @spell[raise dead].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"nec","materials":{"value":"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/magic/life/heart-area-circle-red-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"gentle%20repose_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","ritual"]}},"effects":[],"_id":"37v6tMCgsQWBBB0L","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413856,"modifiedTime":1705868413856,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hold Person","type":"spell","system":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":2,"school":"enc","materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"70ZzQd5Gd2Z6mHDq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413881,"modifiedTime":1705868413881,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ray of Enfeeblement","type":"spell","system":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":2,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/magical/humanoid-silhouette-glowing-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20enfeeblement_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"fllRSwyl1Igb4fUT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413910,"modifiedTime":1705868413910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spiritual Weapon","type":"spell","system":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to [[/r 1d8]] + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [[/r 1d8]] for every two slot levels above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(floor((@item.level) / 2))d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"DLeSkfQnLA4Bnrkc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413938,"modifiedTime":1705868413938,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Animate Dead","type":"spell","system":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a @creature[skeleton] if you chose bones or a @creature[zombie] if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"object","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/skeleton-skull-soul-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"animate%20dead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"vIT1hYgmvPHnHS1C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413964,"modifiedTime":1705868413964,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Circle","type":"spell","system":{"description":{"value":"

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":3,"school":"abj","materials":{"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/symbols/star-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20circle_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"qKgDcYHt7n96DPLT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868413992,"modifiedTime":1705868413992,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Speak with Dead","type":"spell","system":{"description":{"value":"

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/undead-ghost-scream-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"speak%20with%20dead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"yxlEldPB5UmVJWzN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414022,"modifiedTime":1705868414022,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spirit Guardians","type":"spell","system":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes [[/r 3d8]] radiant damage (if you are good or neutral) or [[/r 3d8]] necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d8]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":3,"school":"con","materials":{"value":"a holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/fire/barrier-wall-flame-ring-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spirit%20guardians_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"PtGnn14h4z2UxeTQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414052,"modifiedTime":1705868414052,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Vampiric Touch","type":"spell","system":{"description":{"value":"

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes [[/r 3d6]] necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/abilities/fangs-teeth-bite.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"vampiric%20touch_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"xFgzlQ7jpBPndfix","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414080,"modifiedTime":1705868414080,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes [[/r 8d8]] necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

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You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/ankh-shadow-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"death%20ward_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"IYR3emHOGAG5MFZz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414191,"modifiedTime":1705868414191,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Divination","type":"spell","system":{"description":{"value":"

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative [[/r 1d100]]{25 percent} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"div","materials":{"value":"incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/commodities/treasure/gem-framed-spiral-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"divination_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","ritual"]}},"effects":[],"_id":"2WweXCHifc1cJnjV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414230,"modifiedTime":1705868414230,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Locate Creature","type":"spell","system":{"description":{"value":"

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a @creature[unicorn]), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a @spell[polymorph] spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"div","materials":{"value":"a bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/birds/corvid-watchful-glowing-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"locate%20creature_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"979k50x4qFTGzAFU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414269,"modifiedTime":1705868414269,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Antilife Shell","type":"spell","system":{"description":{"value":"

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/earth/projectile-stone-boulder-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"antilife%20shell_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"2wCuuxlao24JL6M9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414307,"modifiedTime":1705868414307,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cloudkill","type":"spell","system":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes [[/r 5d8]] poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":5,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","concentration"]},"img":"icons/creatures/slimes/slime-movement-swirling-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cloudkill_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"tYSEf64ZG3408qmV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414340,"modifiedTime":1705868414340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Contagion","type":"spell","system":{"description":{"value":"

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is @condition[poisoned].

At the end of each of the @condition[poisoned] target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer @condition[poisoned], and the spell ends. If the target fails three of these saves, the target is no longer @condition[poisoned], but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness.

Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is @condition[blinded].

Filth Fever.

A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot.

The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire.

The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the @spell[confusion] spell during combat.

Seizure.

The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom.

The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is @condition[stunned] until the end of its next turn.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"7","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":5,"school":"nec","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/acid/dissolve-arm-flesh.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"contagion_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"QYwBeX2cxIrEBwOz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414380,"modifiedTime":1705868414380,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Greater Restoration","type":"spell","system":{"description":{"value":"

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's @condition[exhaustion] level by one, or end one of the following effects on the target:

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"abj","materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"tSn8ydPmzze06kNE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414428,"modifiedTime":1705868414428,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Create Undead","type":"spell","system":{"description":{"value":"

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a @creature[ghoul] under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels.

When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four @creature[ghoul||ghouls]. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five @creature[ghoul||ghouls] or two @creature[ghast||ghasts] or @creature[wight||wights]. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six @creature[ghoul||ghouls], three @creature[ghast||ghasts] or @creature[wight||wights], or two @creature[mummy||mummies].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"nec","materials":{"value":"one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/undead-skeleton-rags-fire-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"create%20undead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"z3XzZWJLNPQpuv7v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414466,"modifiedTime":1705868414466,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"True Seeing","type":"spell","system":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has @sense[truesight], notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"div","materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"yJncLsyaVngGzxan","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414500,"modifiedTime":1705868414500,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Divine Word","type":"spell","system":{"description":{"value":"

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a @spell[wish] spell.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":7,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/light/beam-rays-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"divine%20word_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"FbOcPysj6Lb6aNj9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414536,"modifiedTime":1705868414536,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regenerate","type":"spell","system":{"description":{"value":"

You touch a creature and stimulate its natural healing ability. The target regains [[/r 4d8 + 15]] hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8 + 15","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":7,"school":"trs","materials":{"value":"a prayer wheel and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/life/crosses-trio-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"regenerate_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"JDs9iTAQbbfmBCG8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414577,"modifiedTime":1705868414577,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, [[/r 1d20+8]]{+8} to hit with spell attacks). He has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.UL3wSslWQx2sX6dx], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.lxJRvxdPfVwjJBlE], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.AdQhqcF8GTVDambp], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.5aR5XaWFAugEr7Wt], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.KXDYuKZqvI4lCuRR], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.quVVvoB0daHk9O93]

  • 1st level (4 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.PMWIw8TGbShF9BVV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.4tMGHyvIXurMayNf], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.DalEpkIAs8hUXkMC], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.5NhMk3QcAnwHNDgn], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.BosBvM61oG6XoYZN]

  • 2nd level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.CcCbD17kAwHxB4LI], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.37v6tMCgsQWBBB0L], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.70ZzQd5Gd2Z6mHDq], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.fllRSwyl1Igb4fUT], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.DLeSkfQnLA4Bnrkc]

  • 3rd level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.vIT1hYgmvPHnHS1C], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.qKgDcYHt7n96DPLT], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.yxlEldPB5UmVJWzN], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.PtGnn14h4z2UxeTQ], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.xFgzlQ7jpBPndfix]

  • 4th level (3 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.a2uHvFEwYIgoH9Qj], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.H6WJkJMtaSQOHf2q], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.IYR3emHOGAG5MFZz], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.2WweXCHifc1cJnjV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.979k50x4qFTGzAFU]

  • 5th level (2 slots): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.2wCuuxlao24JL6M9], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.tYSEf64ZG3408qmV], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.QYwBeX2cxIrEBwOz], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.tSn8ydPmzze06kNE]

  • 6th level (1 slot): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.z3XzZWJLNPQpuv7v], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.yJncLsyaVngGzxan]

  • 7th level (1 slot): @UUID[Actor.ihdxnlCszIvfBPaJ.Item.FbOcPysj6Lb6aNj9], @UUID[Actor.ihdxnlCszIvfBPaJ.Item.JDs9iTAQbbfmBCG8]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_krull_bgdia_bgdia"}},"effects":[],"_id":"qPfCSUmZqMfjsOfN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414622,"modifiedTime":1705868414622,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868413280,"modifiedTime":1710166991739,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lulu","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"lulu_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"QC7thgraZY6Kjjn1","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/101-efblf-05-01.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":36,"max":36,"temp":null,"tempmax":null,"formula":"8d6 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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) piercing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Tusks","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-canine-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"tusks_lulu_bgdia_bgdia"}},"effects":[],"_id":"hsDMsR9xu0bXReqh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet","type":"feat","system":{"description":{"value":"

Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by Lulu:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/flute-simple-wood.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20(3%2fday)_lulu_bgdia_bgdia"}},"effects":[],"_id":"VwqpjJLMLAdSo3mP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet of Blasting","type":"feat","system":{"description":{"value":"

Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 ([[/r 5d6]]) thunder damage and is @condition[deafened] for 1 minute. On a successful save, a creature takes half as much damage and isn't @condition[deafened]. Nonmagical objects in the cone that aren't being held or worn take 35 ([[/r 10d6]]) thunder damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d6","thunder"],["10d6","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/horn-drinking-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20blasting_lulu_bgdia_bgdia"}},"effects":[],"_id":"FKqI3TbVMDVPyntk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Trumpet of Sparkles","type":"feat","system":{"description":{"value":"

Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 ([[/r 4d8 + 4]]) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8 + 4","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/horn-red-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20sparkles_lulu_bgdia_bgdia"}},"effects":[],"_id":"mbkU8qEklNpvBBGP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nc9ifeW1oJktr3B0","name":"Aura of Invulnerability","type":"feat","system":{"description":{"value":"

An @condition[invisible] aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Lulu can use an action to suppress this trait until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell).

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-transparent.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"aura%20of%20invulnerability_lulu_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CgDXAO0tyAtk2YZS","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Lulu's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_lulu_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868414952,"modifiedTime":1705868414952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends @condition[blinded||blindness], @condition[deafened||deafness], and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":5,"school":"nec","materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"V9qd0z10hc3FBGWr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415015,"modifiedTime":1705868415015,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shapechange","type":"spell","system":{"description":{"value":"

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked @condition[unconscious].

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, @sense[darkvision]) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":9,"school":"trs","materials":{"value":"a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell","consumed":false,"cost":1500,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/nature/wolf-paw-glow-large-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shapechange_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"mnkmJk48eda1EgCm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415033,"modifiedTime":1705868415033,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"nNQir3KqerTDRjQl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415054,"modifiedTime":1705868415054,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Bless","type":"spell","system":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a [[/r d4]] and add the number rolled to the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

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Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @condition[charmed], @condition[frightened], or possessed by them. If the target is already @condition[charmed], @condition[frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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Innate Spellcasting.

Lulu's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.QC7thgraZY6Kjjn1.Item.UPnlJpSxChkJr3m6]

  • 2/day each: @UUID[Actor.QC7thgraZY6Kjjn1.Item.LDT2cBZbJ3CBZSZL], @UUID[Actor.QC7thgraZY6Kjjn1.Item.aUceIEUTjJPnhcI2], @UUID[Actor.QC7thgraZY6Kjjn1.Item.4ytr8nRutnA6ojNK]

  • 1/day each: @UUID[Actor.QC7thgraZY6Kjjn1.Item.JfOfJeIprOsaKCkB], @UUID[Actor.QC7thgraZY6Kjjn1.Item.hrXKzpWBGwEscq3r], @UUID[Actor.QC7thgraZY6Kjjn1.Item.V9qd0z10hc3FBGWr], @UUID[Actor.QC7thgraZY6Kjjn1.Item.mnkmJk48eda1EgCm] (into a golden-furred @creature[mammoth] with feathered wings and a flying speed of 120 ft.), @UUID[Actor.QC7thgraZY6Kjjn1.Item.nNQir3KqerTDRjQl] (with no chance of error)

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_lulu_bgdia_bgdia"}},"effects":[],"_id":"2RziiFk1ORDN9BVi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415171,"modifiedTime":1705868415171,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868414751,"modifiedTime":1710166991828,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mad Maggie","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"mad%20maggie_bgdia"}},"_id":"x4pRYvGSNLTaO8KV","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/052-vhatr-03-04.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":112,"max":112,"temp":0,"tempmax":0,"formula":"15d8 + 45"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"neutral 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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claws (Hag Form Only)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claws%20(hag%20form%20only)_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"EV4MVEuhkES1ncyv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/magical/humanoid-giant-forest-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"change%20shape_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"zkvlQmiTE3MCy2Xb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Etherealness","type":"feat","system":{"description":{"value":"

Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Maggie must have a heartstone in her possession.

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While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A @spell[protection from evil and good] spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ([[/r 1d10]]). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Maggie's soul bag. The reduction to the target's hit point maximum lasts until removed by the @spell[greater restoration] spell or similar magic.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/death/projectile-skull-flaming-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"nightmare%20haunting%20(1%2fday)_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"vgEbBRYHXjXOGPOH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZneJ5xP7KItr4656","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

Maggie has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_mad%20maggie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"h2yYN6jOOBnxlrNV","name":"Night Hag Items","type":"feat","system":{"description":{"value":"

A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"modules/plutonium/media/icon/mighty-force.svg","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"night%20hag%20items_mad%20maggie_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415475,"modifiedTime":1705868415475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Plane Shift","type":"spell","system":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":2,"max":"2","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"CBpJrSK2ZmVfafyf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415505,"modifiedTime":1705868415505,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ray of Enfeeblement","type":"spell","system":{"description":{"value":"

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

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This spell sends creatures into a magical slumber. Roll [[/r 5d8]]; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @condition[unconscious] creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls @condition[unconscious] until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being @condition[charmed] aren't affected by this spell.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, roll an additional [[/r 2d8]] for each slot level above 1st.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"HUndBMtKaSnJtVln","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415561,"modifiedTime":1705868415561,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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Innate Spellcasting.

Maggie's innate spellcasting ability is Charisma (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.x4pRYvGSNLTaO8KV.Item.HUndBMtKaSnJtVln], @UUID[Actor.x4pRYvGSNLTaO8KV.Item.3ZD5WZQwNG0VBlqC]

  • 2/day each: @UUID[Actor.x4pRYvGSNLTaO8KV.Item.CBpJrSK2ZmVfafyf] (self only), @UUID[Actor.x4pRYvGSNLTaO8KV.Item.pvAtuAmspWTAstzI], @UUID[Actor.x4pRYvGSNLTaO8KV.Item.qq3BRpLHCYgMaMAM]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_mad%20maggie_bgdia_bgdia"}},"effects":[],"_id":"bQMX2ZeIvoZjdVz4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415597,"modifiedTime":1705868415597,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868415267,"modifiedTime":1710166991869,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mahadi the Rakshasa","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"mahadi%20the%20rakshasa_bgdia"}},"_id":"MIJB3IhqAy4ib1oA","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Mahadi%20the%20Rakshasa.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":195,"max":195,"temp":0,"tempmax":0,"formula":"23d8 + 92"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha","exhaustion":0},"details":{"biography":{"value":"

Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron.

In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed.

In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance.

Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem.

Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.

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Mahadi makes four claw attacks.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"kaXyJ40vKeYcrzOI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a @spell[remove curse] spell or similar magic.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":["mgc"],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claw_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"S3egIKlvZOHSTxCi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Summon Erinyes","type":"feat","system":{"description":{"value":"

Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-evade-silhouette.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"summon%20erinyes%20(1%2fday)_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"5s7zRZHZ2OsD1y1n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"lUuP0eOB92WRUEDz","name":"Limited Magic Immunity","type":"feat","system":{"description":{"value":"

Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/symbols/runes-triangle-magenta.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"limited%20magic%20immunity_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"LL3VtfVwFn7pwkNE","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

Mahadi's weapon attacks are magical.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20weapons_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415913,"modifiedTime":1705868415913,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":8,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/environment/settlement/stone-gatehouse-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"demiplane_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic"]}},"effects":[],"_id":"S7kZymyUCy3Z8RJ0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868415952,"modifiedTime":1705868415952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dominate Person","type":"spell","system":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be @condition[charmed] by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is @condition[charmed], you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels.

When you cast this spell using a 6th-level spell slot, the duration is @status[concentration], up to 10 minutes. When you use a 7th-level spell slot, the duration is @status[concentration], up to 1 hour. When you use a spell slot of 8th level or higher, the duration is @status[concentration], up to 8 hours.

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You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by @spell[dispel magic].

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You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @condition[charmed] by you for the duration. While the creature is @condition[charmed] by you, it takes [[/r 5d10]] psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A @spell[remove curse], @spell[greater restoration], or @spell[wish] spell also ends it.

At Higher Levels.

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"30","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/control/hypnosis-mesmerism-eye.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"geas_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"axHFtjZlKhqZLR0T","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416025,"modifiedTime":1705868416025,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Plane Shift","type":"spell","system":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":7,"school":"con","materials":{"value":"a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"BN2uprPhCsy1NTib","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416043,"modifiedTime":1705868416043,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"True Seeing","type":"spell","system":{"description":{"value":"

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has @sense[truesight], notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":6,"school":"div","materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"8oia3d38YRGhpLT2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416064,"modifiedTime":1705868416064,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Charm Person","type":"spell","system":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @condition[charmed] by you until the spell ends or until you or your companions do anything harmful to it. The @condition[charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @condition[charmed] by you.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"Kv6hl2zlb9uZUhp6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416083,"modifiedTime":1705868416083,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"9w96xlgxPDE4zf38","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416103,"modifiedTime":1705868416103,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Magic","type":"spell","system":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/nature/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"tZOrg9zmPCRTYD5X","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416124,"modifiedTime":1705868416124,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellish Rebuke","type":"spell","system":{"description":{"value":"

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes [[/r 2d10]] fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"properties":["vocal","somatic"]},"img":"icons/creatures/unholy/demon-fire-horned-mask.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hellish%20rebuke_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"wgCp4XNWpSS90hWK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416145,"modifiedTime":1705868416145,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"spell","system":{"description":{"value":"

A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a @creature[troglodyte||troglodyte's] stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (@skill[Investigation]) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your @status[concentration].

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You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

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You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

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For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

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You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (@skill[Investigation]) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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Innate Spellcasting.

Mahadi's innate spellcasting ability is Charisma (spell save DC 18, [[/r 1d20+9]]{+9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.HcYOqN4c8GUAGogO], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.sMvBzpAB0kEokObJ], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.kLmTSiRiitVapGXQ], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.a8sdnpIpyndWhuHw]

  • 3/day each: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.Kv6hl2zlb9uZUhp6], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.9w96xlgxPDE4zf38], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.tZOrg9zmPCRTYD5X], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.wgCp4XNWpSS90hWK], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.u0CJgBlRDqC2csbk], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.CGDQWXQaQaZ03Wia], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.SMxLb8yJ9EsT6hEE], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.2btjgNOMNWLC8gHS]

  • 1/day each: @UUID[Actor.MIJB3IhqAy4ib1oA.Item.PRCT0zQJxlMnVnJu], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.S7kZymyUCy3Z8RJ0], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.qWcW6b4Zq1OS5ZB6], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.F2TMVd1PjxuIpnVP], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.wkWwUIGHHluQBrPl], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.axHFtjZlKhqZLR0T], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.BN2uprPhCsy1NTib], @UUID[Actor.MIJB3IhqAy4ib1oA.Item.8oia3d38YRGhpLT2]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_mahadi%20the%20rakshasa_bgdia_bgdia"}},"effects":[],"_id":"S7n89aE6IQAGdErP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868416367,"modifiedTime":1705868416367,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868415678,"modifiedTime":1710166991910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Nine-Fingers Keene","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"nine-fingers%20keene_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"qUx8UgUoW57F6iBX","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Nine-Fingers%20Keene.webp","system":{"abilities":{"str":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":84,"max":84,"temp":null,"tempmax":null,"formula":"13d8 + 26"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected.

Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.

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Nine-Fingers attacks three times with her daggers.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage, plus 6 piercing damage if it's a ranged attack.

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 20/60 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 20/60 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage, plus 6 piercing damage if it's a ranged attack.

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On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.

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Smiler has an unnerving smile—hence his name.

A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane.

One of Smiler's favorite antics is to use a @spell[hallucinatory terrain] spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.

This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while.

Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.

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Smiler has advantage on saving throws against spells and other magical effects.

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Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword

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You have a +2 bonus to AC while wearing this armor.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":""},"source":{"custom":"DMG"},"quantity":1,"weight":10,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":1,"unidentified":{"description":""},"type":{"value":"light","baseItem":"leather"},"container":null,"properties":[]},"img":"icons/equipment/chest/breastplate-scale-leather.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"DMG","hash":"%2b2%20leather%20armor_dmg"}},"effects":[],"_id":"GUCY1BhkCQ4ZPm50","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868418562,"modifiedTime":1705868418562,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hallucinatory Terrain","type":"spell","system":{"description":{"value":"

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (@skill[Investigation]) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":150,"width":null,"units":"ft","type":"cube","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":4,"school":"ill","materials":{"value":"a stone, a twig, and a bit of green plant","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/nature/tree-twisted-glow-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hallucinatory%20terrain_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"7CZ1tjLmbMIJFhFr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868418608,"modifiedTime":1705868418608,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Otto's Irresistible Dance","type":"spell","system":{"description":{"value":"

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be @condition[charmed] are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

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This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a [[/r d10]] at the start of each of its turns to determine its behavior for that turn.

Confusion Behavior
[[/r d10]]Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a [[/r d8]] and assign a direction to each die face. The creature doesn't take an action this turn.
2-6The creature doesn't move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

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You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be @condition[charmed] succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (@skill[Perception]) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are @condition[incapacitated] or can no longer speak.

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You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @condition[charmed] are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

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You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @condition[charmed] by you until the spell ends or until you or your companions do anything harmful to it. The @condition[charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @condition[charmed] by you.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall @condition[prone], becoming @condition[incapacitated] and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

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Innate Spellcasting.

Smiler's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.3rEcw7wBBElkML1T.Item.JIRns2ab6ZGjfTLp], @UUID[Actor.3rEcw7wBBElkML1T.Item.LCyFUnXLyGgYc9nn]

  • 3/day each: @UUID[Actor.3rEcw7wBBElkML1T.Item.fuUhnfLqLiZRoxII], @UUID[Actor.3rEcw7wBBElkML1T.Item.K17ywEcVjdEq1nQ8], @UUID[Actor.3rEcw7wBBElkML1T.Item.eKPi8hOgBQoKqJQ5]

  • 1/day each: @UUID[Actor.3rEcw7wBBElkML1T.Item.7CZ1tjLmbMIJFhFr], @UUID[Actor.3rEcw7wBBElkML1T.Item.QIIqLED72Xbml9Nq]

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18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","exhaustion":0},"details":{"biography":{"value":"","public":""},"alignment":"lawful neutral","race":null,"type":{"value":"humanoid","subtype":"tiefling","swarm":"","custom":""},"environment":"","cr":12,"spellLevel":18,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["fire"],"bypasses":[],"custom":"damage from spells, nonmagical bludgeoning, piercing, and slashing (from 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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Sylvira has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_sylvira%20savikas_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419130,"modifiedTime":1705868419130,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Bolt","type":"spell","system":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"pUPpSSijSc1lNDlp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419239,"modifiedTime":1705868419239,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Identify","type":"spell","system":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

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You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

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Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"6V28aR4hb9S4O6dT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419345,"modifiedTime":1705868419345,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"EcndmwsckTj7i5IU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419372,"modifiedTime":1705868419372,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic"]}},"effects":[],"_id":"FP17DMbhL6wOywaE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419394,"modifiedTime":1705868419394,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"SpK2BakojlNGMZuM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419417,"modifiedTime":1705868419417,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Bolt","type":"spell","system":{"description":{"value":"

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"Ai7Nn5z40aOeUf9z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419441,"modifiedTime":1705868419441,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Banishment","type":"spell","system":{"description":{"value":"

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"uHo9EP05MilVxrId","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419470,"modifiedTime":1705868419470,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Shield","type":"spell","system":{"description":{"value":"

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"evo","materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/shield/heater-steel-crystal-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20shield_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[{"_id":"lVKx8swB08jm6IFE","flags":{"plutonium":{"dedupeId":"warm-shield"}},"changes":[{"key":"system.traits.dr.value","value":"cold","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Warm Shield","description":"","statuses":[]},{"_id":"UUXwEKSPX4nYfDzo","flags":{"plutonium":{"dedupeId":"chill-shield"}},"changes":[{"key":"system.traits.dr.value","value":"fire","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Chill Shield","description":"","statuses":[]}],"_id":"tOJLvSV7louuusWb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419495,"modifiedTime":1705868419495,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Stoneskin","type":"spell","system":{"description":{"value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"euiQbXwXVPyczPfc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419521,"modifiedTime":1705868419521,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"bVsIJcG2SXE9q47K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419547,"modifiedTime":1705868419547,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"4bQKQfGLJiIec061","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419577,"modifiedTime":1705868419577,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"3tOxBR7OroEuxg7d","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419606,"modifiedTime":1705868419606,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"hLqcNpen4g2pqJoK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419633,"modifiedTime":1705868419633,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"spell","system":{"description":{"value":"

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls [[/r d100]] and consults the table.

Teleportation
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100
Familiarity.

\"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.

\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target.

You and your group (or the target object) appear where you want to.

Off Target.

You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is [[/r 1d10 * 1d10]]{1d10 × 1d10} percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two [[/r d10]]s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a [[/r d8]] and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area.

You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes [[/r 3d10]] force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":7,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"RgJRbTDq4QvQgsXH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419663,"modifiedTime":1705868419663,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mind Blank","type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":8,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"92nEk8IwtmrzdyJE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419699,"modifiedTime":1705868419699,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Time Stop","type":"spell","system":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"A7SjlkSa6F1cRYmA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419733,"modifiedTime":1705868419733,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Disguise Self","type":"spell","system":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"ixguKL25mKUTqi4g","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419767,"modifiedTime":1705868419767,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"spell","system":{"description":{"value":"

A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"n6znSpu58iyQwFIG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419805,"modifiedTime":1705868419805,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Darkness","type":"spell","system":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"evo","materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"img":"icons/magic/unholy/orb-rays-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","material","concentration"]}},"effects":[],"_id":"KHkdYhN8Jc5ZTqhc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419845,"modifiedTime":1705868419845,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellish Rebuke","type":"spell","system":{"description":{"value":"

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes [[/r 2d10]] fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d10]] for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"properties":["vocal","somatic"]},"img":"icons/creatures/unholy/demon-fire-horned-mask.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hellish%20rebuke_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"BCB2t2ForowkSGdQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419884,"modifiedTime":1705868419884,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Thaumaturgy","type":"spell","system":{"description":{"value":"

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Spellcasting.

Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Sylvira can cast @UUID[Actor.P5779dtQH0ef1oyZ.Item.ixguKL25mKUTqi4g] and @UUID[Actor.P5779dtQH0ef1oyZ.Item.n6znSpu58iyQwFIG] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.P5779dtQH0ef1oyZ.Item.q4HOKh13euxJ9zrR], @UUID[Actor.P5779dtQH0ef1oyZ.Item.yOSeB96uXxawiU3h], @UUID[Actor.P5779dtQH0ef1oyZ.Item.qdyCSSt5QwwUgOCR], @UUID[Actor.P5779dtQH0ef1oyZ.Item.pAl2PyOvZDCAzhPl], @UUID[Actor.P5779dtQH0ef1oyZ.Item.Dj4LwQEukP4OxoKS]

  • 1st level (4 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.pUPpSSijSc1lNDlp], @UUID[Actor.P5779dtQH0ef1oyZ.Item.xFQaLkdQtSTCHbkp], @UUID[Actor.P5779dtQH0ef1oyZ.Item.H3v8y5AlDwBIYue7]*, @UUID[Actor.P5779dtQH0ef1oyZ.Item.BuCmDOlTEH1AmmiD]

  • 2nd level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.Fp0dXz8jqGwY4ROe], @UUID[Actor.P5779dtQH0ef1oyZ.Item.6V28aR4hb9S4O6dT], @UUID[Actor.P5779dtQH0ef1oyZ.Item.EcndmwsckTj7i5IU]

  • 3rd level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.FP17DMbhL6wOywaE], @UUID[Actor.P5779dtQH0ef1oyZ.Item.SpK2BakojlNGMZuM], @UUID[Actor.P5779dtQH0ef1oyZ.Item.Ai7Nn5z40aOeUf9z]

  • 4th level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.uHo9EP05MilVxrId], @UUID[Actor.P5779dtQH0ef1oyZ.Item.tOJLvSV7louuusWb], @UUID[Actor.P5779dtQH0ef1oyZ.Item.euiQbXwXVPyczPfc]*

  • 5th level (3 slots): @UUID[Actor.P5779dtQH0ef1oyZ.Item.bVsIJcG2SXE9q47K], @UUID[Actor.P5779dtQH0ef1oyZ.Item.4bQKQfGLJiIec061], @UUID[Actor.P5779dtQH0ef1oyZ.Item.3tOxBR7OroEuxg7d]

  • 6th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.hLqcNpen4g2pqJoK]

  • 7th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.RgJRbTDq4QvQgsXH]

  • 8th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.92nEk8IwtmrzdyJE]*

  • 9th level (1 slot): @UUID[Actor.P5779dtQH0ef1oyZ.Item.A7SjlkSa6F1cRYmA]

*Sylvira casts these spells on itself before combat.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_sylvira%20savikas_bgdia_bgdia"}},"effects":[],"_id":"m1FBbxg5Zn56gfAI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419970,"modifiedTime":1705868419970,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

Sylvira's innate spellcasting ability is Charisma (spell save DC 15). Sylvira can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.P5779dtQH0ef1oyZ.Item.3el9mnlrTbGzU4o8]

  • 1/day each: @UUID[Actor.P5779dtQH0ef1oyZ.Item.KHkdYhN8Jc5ZTqhc], @UUID[Actor.P5779dtQH0ef1oyZ.Item.BCB2t2ForowkSGdQ]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_sylvira%20savikas_bgdia_bgdia"}},"effects":[],"_id":"mbW8dNGmWpNzyKba","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868419970,"modifiedTime":1705868419970,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":"lLZBzFaprCcBx2Kz","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868418908,"modifiedTime":1710166992030,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Тейвиус 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As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked @condition[unconscious] or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:

He has advantage on Strength checks and Strength saving throws.

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He has resistance to bludgeoning, piercing, and slashing damage.

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While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra [[/r 1d6]] fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

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While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

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Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

Carrying Soul Coins.

To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin.

A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

  • Drain Life. You siphon away some of the soul's essence and gain [[/r 1d10]] temporary hit points.

  • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul.

Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as @creature[lemure] devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a @item[hellfire weapon|bgdia] or an infernal war machine's furnace (see \"Soul Fuel\").

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency.

Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Traxigor has advantage on saving throws against spells and other magical effects.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"magic%20resistance_traxigor_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421619,"modifiedTime":1705868421619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Bolt","type":"spell","system":{"description":{"value":"

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 1d10]] fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by [[/r 1d10]] when you reach 5th level ([[/r 2d10]]), 11th level ([[/r 3d10]]), and 17th level ([[/r 4d10]]).

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"w1qb3lOmJwAe0kCw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421686,"modifiedTime":1705868421686,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shocking Grasp","type":"spell","system":{"description":{"value":"

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [[/r 1d8]] lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/unholy/hand-fire-skeleton-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shocking%20grasp_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"zEAhII1TdlLVcMTz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421703,"modifiedTime":1705868421703,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Magic","type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","ritual","concentration"]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]}},"effects":[],"_id":"dN7ZFNgWvHmE2quE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421723,"modifiedTime":1705868421723,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Identify","type":"spell","system":{"description":{"value":"

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"div","materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","ritual"]},"img":"icons/sundries/scrolls/scroll-bound-blue-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"identify_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","ritual"]}},"effects":[],"_id":"LyNfhEBoeWfhHHiE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421747,"modifiedTime":1705868421747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mage Armor","type":"spell","system":{"description":{"value":"

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/equipment/chest/breastplate-helmet-metal.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":false,"flags":{"plutonium":{"dedupeId":"mage-armor"}},"tint":null,"name":"Mage Armor","description":"","statuses":[]}],"_id":"7GRcCQShYxXXbDck","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421773,"modifiedTime":1705868421773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Magic Missile","type":"spell","system":{"description":{"value":"

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4 + 1]] force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"ccVFUNbg7x2h1JAv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421792,"modifiedTime":1705868421792,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Detect Thoughts","type":"spell","system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":2,"school":"div","materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"xUJlHu9vtP5cYrGx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421813,"modifiedTime":1705868421813,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mirror Image","type":"spell","system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a [[/r d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with @sense[truesight].

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"9Ba3qqJHfDrb804a","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421833,"modifiedTime":1705868421833,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"fkJUoXFTRPIdA9MM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421855,"modifiedTime":1705868421855,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Counterspell","type":"spell","system":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["somatic"]}},"effects":[],"_id":"2eRdUSEkdoDBkct2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421879,"modifiedTime":1705868421879,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fly","type":"spell","system":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[/r 8d6]] lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

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You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @condition[incapacitated]. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes [[/r 2d8]] fire damage from a warm shield, or [[/r 2d8]] cold damage from a cold shield.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"evo","materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/equipment/shield/heater-steel-crystal-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20shield_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[{"_id":"lVKx8swB08jm6IFE","flags":{"plutonium":{"dedupeId":"warm-shield"}},"changes":[{"key":"system.traits.dr.value","value":"cold","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Warm Shield","description":"","statuses":[]},{"_id":"UUXwEKSPX4nYfDzo","flags":{"plutonium":{"dedupeId":"chill-shield"}},"changes":[{"key":"system.traits.dr.value","value":"fire","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Chill Shield","description":"","statuses":[]}],"_id":"d5D4vKUO91WbCZzE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868421995,"modifiedTime":1705868421995,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Stoneskin","type":"spell","system":{"description":{"value":"

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"abj","materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"vFb0FJI1jUllmjyy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422024,"modifiedTime":1705868422024,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cone of Cold","type":"spell","system":{"description":{"value":"

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes [[/r 8d8]] cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by [[/r 1d8]] for each slot level above 5th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"fcsAXjgxbmqixmil","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422051,"modifiedTime":1705868422051,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Scrying","type":"spell","system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
Connection to Target
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @condition[invisible] objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"level":5,"school":"div","materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"VSvK5ZmFs5Ydtbr7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422082,"modifiedTime":1705868422082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Wall of Force","type":"spell","system":{"description":{"value":"

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by @spell[dispel magic]. A @spell[disintegrate] spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"evo","materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"bnAn4cRUO6CqXJmc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422114,"modifiedTime":1705868422114,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Globe of Invulnerability","type":"spell","system":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":6,"school":"abj","materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"eM8QgYWSt0s4JtMx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422148,"modifiedTime":1705868422148,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Plane Shift","type":"spell","system":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"int"},"level":7,"school":"con","materials":{"value":"a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"_id":"wDeWJBu05oc4uUVM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422181,"modifiedTime":1705868422181,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Mind Blank","type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the @condition[charmed] condition. The spell even foils @spell[wish] spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":8,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"_id":"XAZVJieHuuq4PlUP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422218,"modifiedTime":1705868422218,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Time Stop","type":"spell","system":{"description":{"value":"

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take [[/r 1d4 + 1]] turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"_id":"hOv7EHE3b469R9NM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422256,"modifiedTime":1705868422256,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Disguise Self","type":"spell","system":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@skill[Investigation]) check against your spell save DC.

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A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"ill","materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"jSpK8xDyPe7RLCg1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868422329,"modifiedTime":1705868422329,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). Traxigor can cast @UUID[Actor.ovAXJAfRSL7HBKK7.Item.AtdZ2FFpkwL8Q0g5] and @UUID[Actor.ovAXJAfRSL7HBKK7.Item.jSpK8xDyPe7RLCg1] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.LCdQlIju5YFGb2X0], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.77ZZRskpi1YX0ced], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.onIJ6aORHwiS5k4q], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.w1qb3lOmJwAe0kCw], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.zEAhII1TdlLVcMTz]

  • 1st level (4 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.dN7ZFNgWvHmE2quE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.LyNfhEBoeWfhHHiE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.7GRcCQShYxXXbDck]*, @UUID[Actor.ovAXJAfRSL7HBKK7.Item.ccVFUNbg7x2h1JAv]

  • 2nd level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.xUJlHu9vtP5cYrGx], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.9Ba3qqJHfDrb804a], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.fkJUoXFTRPIdA9MM]

  • 3rd level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.2eRdUSEkdoDBkct2], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.hYXZ8zAJeasGPJy8], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.m6HB3UfEvI5YjIsX]

  • 4th level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.kIIOVZplyBDnErwk], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.d5D4vKUO91WbCZzE], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.vFb0FJI1jUllmjyy]*

  • 5th level (3 slots): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.fcsAXjgxbmqixmil], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.VSvK5ZmFs5Ydtbr7], @UUID[Actor.ovAXJAfRSL7HBKK7.Item.bnAn4cRUO6CqXJmc]

  • 6th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.eM8QgYWSt0s4JtMx]

  • 7th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.wDeWJBu05oc4uUVM]

  • 8th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.XAZVJieHuuq4PlUP]*

  • 9th level (1 slot): @UUID[Actor.ovAXJAfRSL7HBKK7.Item.hOv7EHE3b469R9NM]

*Traxigor casts these spells on itself before combat.

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Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke.

Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own.

Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and @condition[invisible] bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock.

Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless.

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Ulder makes three melee attacks, only one of which can be with his shield.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage, or 9 ([[/r 1d10 + 4]]) slashing damage when used with two hands.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature.

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If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.

Zariel's \"rise\" came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.

Matalotok.

Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.

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Зариэль дважды атакует цепом и один раз Маталотком. Атаку Маталотком она может заменить Ужасным касанием.

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Зариэль касается одного существа в пределах 10 футов от себя. Цель должна пройти испытание Выносливости со СЛ 26, при провале она получит 44 ([[/r 8d10]]) некротического урона и будет @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравлена} на 1 минуту. Пока цель отравлена таким образом, она также @UUID[Compendium.sc-common.sc-common.Item.p7k1rS3BWUrQKyyS]{ослеплена }и @UUID[Compendium.sc-common.sc-common.Item.3e2b71wH9TokUisW]{глохнет}. Цель может повторять испытание в конце каждого своего хода, при успехе эффект для неё прекращается.

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Зариэль магически телепортируется вместе со всем снаряжением, которое носит или держит, на расстояние до 120 футов в свободное пространство, которое она видит.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"teleport_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"_id":"xHIhJcA45eZ0bZSt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705912001609,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qbqPb53UZlZep8l4","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

Magical darkness doesn't impede Zariel's darkvision.

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Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 ([[/r 8d8]]) fire damage (included in the weapon attacks below).

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If Zariel fails a saving throw, she can choose to succeed instead.

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Zariel has advantage on saving throws against spells and other magical effects.

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Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

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Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 ([[/r 4d10]]) fire damage.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"attribute","target":"resources.legact.value","amount":2,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":26,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/eye-ringed-glow-angry-large-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"BGDIA","hash":"immolating%20gaze_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fQd58Qtn7EoQvDnD","name":"Teleport","type":"feat","system":{"description":{"value":"

Zariel uses her Teleport action.

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\n\t\t\t
Archduke can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.Sx63nkMrSNZQyIHl.Item.eXzsIK6Caqb0GIg0]{Immolating Gaze}
  • @UUID[Actor.Sx63nkMrSNZQyIHl.Item.fQd58Qtn7EoQvDnD]{Teleport}
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","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"VYsAZX3N46FR8M4B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868400875,"modifiedTime":1705868400875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blade Barrier","type":"spell","system":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes [[/r 6d10]] slashing damage. On a successful save, the creature takes half as much damage.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall","prompt":true},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"_id":"narLSYvgxpaWm5mN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401675,"modifiedTime":1705868401675,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dispel Evil and Good","type":"spell","system":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment.

As your action, you touch a creature you can reach that is @condition[charmed], @condition[frightened], or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer @condition[charmed], @condition[frightened], or possessed by such creatures.

Dismissal.

As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":5,"school":"abj","materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"effects":[],"_id":"fKgps6BuaFnWUnLN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401702,"modifiedTime":1705868401702,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Finger of Death","type":"spell","system":{"description":{"value":"

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes [[/r 7d8 + 30]] necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a @creature[zombie] that is permanently under your command, following your verbal orders to the best of its ability.

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You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation.

You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance.

You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons.

You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal [[/r 1d6]] bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes [[/r 8d6]] fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d6]] for each slot level above 3rd.

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A creature you touch becomes @condition[invisible] until the spell ends. Anything the target is wearing or carrying is @condition[invisible] as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes [[/r 5d8]] fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals [[/r 5d8]] fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by [[/r 1d8]] for each slot level above 4th.

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Innate Spellcasting.

Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Sx63nkMrSNZQyIHl.Item.kW9vxvl3r1ovMq2n] (can become Medium when changing her appearance), @UUID[Actor.Sx63nkMrSNZQyIHl.Item.RXHLjhAai0e28JmL], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.PrlkFAajtDN5mWQJ], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.Omo8ZCMRHIpiEmGV] (self only), @UUID[Actor.Sx63nkMrSNZQyIHl.Item.gpblIsvETMTW0Qtz]

  • 3/day each: @UUID[Actor.Sx63nkMrSNZQyIHl.Item.narLSYvgxpaWm5mN], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.fKgps6BuaFnWUnLN], @UUID[Actor.Sx63nkMrSNZQyIHl.Item.DYgWUzXrRuOTc0uJ]

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_archduke%20zariel%20of%20avernus_bgdia_bgdia"}},"effects":[],"_id":"KEBKZnQbycLsUgR5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868401901,"modifiedTime":1705868401901,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Цеп/Flail","type":"weapon","system":{"description":{"value":"

Боевой цеп — контактное холодное оружие дробящего действия, состоящее из двух (реже — трёх) гибко сочленённых твёрдых палок.

","chat":"

Боевой цеп — контактное холодное оружие дробящего действия, состоящее из двух (реже — трёх) гибко сочленённых твёрдых палок.

"},"source":{"custom":"PHB"},"quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":[],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"flail"},"container":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/flail.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"flail_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.r77PDecyUGrrPtqG"}},"effects":[],"_id":"VhER8E8UeYvxFb2b","_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1697455374307,"modifiedTime":1705911813568,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":107300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"name":"Маталоток/Matalotok","type":"weapon","system":{"description":{"value":"

Маталоток, Отец Мороза, - древний молот, созданный Тримом, Богом ледяных гигантов. Любимое оружие повелителя демонов Костччи, Маталоток холоден на ощупь и окутан дымкой.

Вы получаете иммунитет к урону холодом, пока держите Маталоток. Всякий раз, когда вы наносите урон существу, молот испускает волну сильного холода в сфере радиусом 30 футов. Каждое существо в этой области получает 10 (3к6) урона холодом.

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Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see \"Poisons\" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.

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Существо может дышать и воздухом и под водой.

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Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Variant: Familiars

[–]

Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

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Маг является заклинателем 9-го уровня. Его базовой характеристикой является Интеллект (Сл спасброска от заклинания 14, +6 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания волшебника:

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\n

Призрачная рука появляется в воздухе в выбранной вами точке в пределах дистанции. Она существует до оконча- ния длительности или пока вы не прекратите заклинание, потратив действие. Рука исчезает, если окажется более чем в 30 футах от вас или если вы снова сотворите это заклинание. Вы можете использовать действие, чтобы управлять рукой. С её помощью вы можете манипулировать предметами, открыть незапертую дверь или контейнер, убрать или достать предмет из открытого контейнера или выплеснуть содержимое пузырька. Вы можете перемещать руку на расстояние до 30 футов каждый раз, когда используете её. Рука не может атаковать, активировать магические предметы и поднимать более 10 фунтов.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398109945,"modifiedTime":1695398109945,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"go9Har1UUhXpwfTg","name":"Огненный снаряд / Fire bolt","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n

Вы бросаете комок огня в существо или объект в пределах дистанции. Совершите дистанционную атаку заклинанием по цели. При попадании цель получает [[/r 1d10]] урона огнём. Горючий объект, по которому попало это заклинание, загорается, если его не носят и не держат.

\n

Урон заклинания увеличивается на [[/r 1d10]], когда вы достигаете 5-го ([[/r 2d10]]), 11-го ([[/r 3d10]]) и 17-го уровня ([[/r 4d10]]).

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398110670,"modifiedTime":1695398110670,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vomdl3k9dC01WU64","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"},"dnd5e":{"migratedProperties":["vocal","material"]}},"system":{"description":{"value":"
\n

Прикоснитесь к объекту размером не более 10 футов в любом измерении, Пока длится заклинание, этот объект будет испускать

\n@Compendium[laaru-dnd5-hw.sostoyaniya.EvGCMCVp1VpUtCbI]{Яркий свет} в радиусе 20 футов и @Compendium[laaru-dnd5-hw.sostoyaniya.BbWvc4m610EHv070]{тусклый свет} ещё на 20 футов. Свет может быть любого цвета на ваш выбор. Если полностью накрыть объект чем-то непрозрачным, свет блокируется. Заклинание прекращает действовать, если вы сотворите его снова или прекратите его, потратив действие.
\n
\n
 
\n

Если цель - объект, который носит или держит враждебное существо, оно должно успешно пройти испытание Ловкости, чтобы измежать заклинания.  

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"object","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":0,"school":"evo","materials":{"value":"светлячок или фосфоресцирующий мох","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398111449,"modifiedTime":1695398111449,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wUT3olYISypXdE0x","name":"Мелкие фокусы / Prestidigitation","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n

Это маленький магический трюк, которым пользуются заклинатели-новички для тренировки. Вы можете создать один из перечисленных магических эффектов в пределах дистанции:

\n\n

Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398112422,"modifiedTime":1695398112422,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"q2i3MOmFF5AifFdP","name":"Магический доспех / Mage armor","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-mage-armor.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","mode":5,"value":"mage","priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null,"name":"Магический доспех","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.93S1tDgEo5QcLBts"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"system":{"description":{"value":"
\n

Прикоснитесь к согласному существу, которое не носит броню, и его окружит защитное магическое поле, пока длится заклинание. Базовый КБ цели становится равным 13 + её модификатор Ловкости. Заклинание прекращает действовать, если цель надевает броню или если вы прекратите заклинание, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"клочок выделанной кожи","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398114200,"modifiedTime":1695398114200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k4HfWfZ1JLh65P9d","name":"Щит / Shield","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-shield.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":["turnStartSource"],"transfer":false}},"changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"5","priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield.webp","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":false,"name":"Щит","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.NbtiyeIQy6dIKQdh"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"avernus","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"system":{"description":{"value":"
\n

Появляется незримый барьер магической силы, который защищает вас. До начала вашего следующего хода у вас бонус +5к КБ, в том числе против атаки, вызвавшей это ответное действие, и вы не получаете урона от заклинаний @Compendium[laaru-dnd5-hw.zaklinaniya.FgeTrsMqHnbTEIPl]{Волшебная стрела}.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"когда по вам попали атакой или выбрали вас целью волшебной стрелы"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398115140,"modifiedTime":1695398115140,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5qHVpdndC9kqzWdU","name":"Внушение / Suggestion","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"},"dnd5e":{"migratedProperties":["vocal","material","concentration"]}},"system":{"description":{"value":"
\n

Вы магически внушаете выбранному существу в пределах дистанции, которое может вас слышать и понимать, совершить определённые действия (описание которых ограничено одним-двумя предложениями). На существ с невосприимчивостью к  @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} заклинание не действует. Внушение должно быть сформулировано так, чтобы существу эти действия показались разумными. Если вы прикажете существу заколоться, броситься на копьё, поджечь себя или каким-то ещё образом явно нанести себе вред, заклинание сразу прекращает действовать.

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Цель должна пройти испытание Мудрости. При провале она выполняет внушённые вами действия по мере своих возможностей. Выполнение может занимать всю длительность заклинания. Если внушённые действия можно совершить быстрее, заклинание прекращает действовать, как только цель совершит их.

\n

Можно также указать условия, при которых внушение сработает в пределах длительности. К примеру, вы можете внушить рыцарю отдать своего коня первому встречному нищему. Если условия не выполняются до конца длительности, действия тоже не совершаются.

\n

Если вы или ваши спутники наносите цели урон, заклинание прекращает действовать.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","materials":{"value":"язык змеи и либо кусочек медовых сот, либо капля сладкого масла","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398117619,"modifiedTime":1695398117619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Q1tiu4xY0zCplHeb","name":"Туманный шаг / Misty step","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"},"dnd5e":{"migratedProperties":["vocal"]}},"system":{"description":{"value":"
\n

Вас ненадолго окутывает серебристый туман, и вы телепортируетесь в незанятое пространство в пределах 30 футов, которое можете видеть.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space","prompt":true},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398118410,"modifiedTime":1695398118410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uVyg2eefi1lJLsDT","name":"Контрзаклинание / Counterspell","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"22","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"},"dnd5e":{"migratedProperties":["somatic"]}},"system":{"description":{"value":"
\n

Вы пытаетесь помешать другому существу сотворить заклинание. Если существо творит заклинание 3-го круга или ниже, оно не срабатывает. Если это заклинание 4-го круга или выше, пройдите проверку вашей заклинательной характеристики. СЛ равна 10+ круг вражеского заклинания. При успехе заклинание существа не срабатывает.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, заклинание существа не срабатывает, если его круг не превышает круга использованной вами ячейки.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"reaction","cost":1,"condition":"1 ответное действие, которое вы совершаете, увидев, как существо в пределах 60 футов от вас творит заклинание"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"abil","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"1d20+@mod+@prof","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["somatic"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398119690,"modifiedTime":1695398119690,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gj3ukn6Y0DorQYTh","name":"Огненный шар / Fireball","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"system":{"description":{"value":"
\n
Полоса яркого света исходит из вашего указательного пальца в выбранную точку в пределах дистанции, а в ней с низким гулом взрывается шаром пламени. Каждое существо в пределах сферы радиусом 20 футов с центром в этой точке должно пройти испытание Ловкости. При провале цель получает [[/r 8d6]] урона огнём, при успехе половину этого урона. Огонь распространяется и за углы. Он поджигает все горючие объекты в области действия, кроме тех, что носят или держат.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere","prompt":true},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398120312,"modifiedTime":1695398120312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3UTPzTo5FFP0ElNq","name":"Полёт / Fly","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"},"dnd5e":{"migratedProperties":["vocal","somatic","material","concentration"]}},"system":{"description":{"value":"
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Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 3-го.

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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material","concentration"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121082,"modifiedTime":1695398121082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jC63PRNBS2Q61No2","name":"Ледяная буря / Ice storm","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
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","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder","prompt":true},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"properties":["vocal","somatic","material"]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121755,"modifiedTime":1695398121755,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MdIpT8kIpFqnWziP","name":"Конус холода / Cone of cold","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-cone-of-cold.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fRoi2YBSKOIzrtvP"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"system":{"description":{"value":"
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Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
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Ветераны это профессиональные воители, состоящие в армии за отдельную плату или защищающие то, что им дорого. В их ряды входят как солдаты, прошедшие службу, так и воители, никогда не служившие никому кроме себя.

","public":""},"alignment":"any alignment","race":null,"type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Arctic, Coastal, Forest, Grassland, Hill, Mountain, Underdark, Urban","cr":3,"spellLevel":0,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":"any one language (usually Common)"},"dm":{"amount":{},"bypasses":[]}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":1,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Рея Ментелморн","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/guard-melee-blue-13.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"sight":{"enabled":true,"range":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"core":{"occlusionRadius":null}},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Ветеран совершает две атаки длинным мечом. Если у него вынут короткий меч, он может также совершить атаку коротким мечом.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_veteran_mm_mm"}},"effects":[],"_id":"hQ02REj5wDi59Xgz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377000923,"modifiedTime":1695395652904,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Длинный меч/Longsword","type":"weapon","system":{"description":{"value":"","chat":""},"source":{"custom":"PHB"},"quantity":1,"weight":3,"price":{"value":15,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["ver"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"longsword"},"container":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/longsword.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"longsword_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"quickVersatile":{"value":false},"consumeQuantity":{"value":false}},"cf":{"id":"temp_eb4k62fb3wv","path":"Оружие#/CF_SEP/Воинское#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.8qTgqYWQHJ0MDDjV"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491835599,"modifiedTime":1695395606340,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"S8g6TPgCgiXOa8zF","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"name":"Длинный лук/Longbow","type":"weapon","system":{"description":{"value":"
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Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.

Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate.

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Таламра дважды применяет потусторонний разряд или совершает два безоружных удара.

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Дистанционная атака заклинанием: +6 к броску, дистанция 120 футов, одно существо. Попадание: 9 (1к10 + 4) урона силой.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null},"name":"Потусторонний разряд (фокус)/Eldritch Blast","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/projectile-fireball-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"eldritch%20blast%20(cantrip)_duke%20thalamra%20vanthampur_bgdia_bgdia"}},"effects":[],"_id":"UzW6v35JUMVXCBpY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409340,"modifiedTime":1705912207419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Атака оружием в ближнем бою: +5 к броску, зона досягаемости 5 футов, одна цель. Попадание: 4 дробящего урона.

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Когда Таламре наносит урон существо в пределах 60 футов от неё, которое она видит, это существо окутывает адское пламя. Существо должно пройти испытание Ловкости со СЛ 14. Оно получает 16 (3d10) урона огнём при провале или половину этого урона при успехе.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-flail-spiked-pink.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"BGDIA","hash":"hellish%20rebuke%20(1st-level%20spell%3b%202%2fday)_duke%20thalamra%20vanthampur_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868409340,"modifiedTime":1705912314398,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Темная преданность/Dark Devotion","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от @Compendium[sc-common.sc-common.lcu2INePEeUauIeC]{Испуга/Frightened} и @Compendium[sc-common.sc-common.y3bcoEXxQhHJtEzl]{Очарования/Charmed}.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/control-influence-rally-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"dark%20devotion_cult%20fanatic_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.5HwhsUzTeX3XHJjq.Item.pZQVyxezOZQmwQAl"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695312496542,"modifiedTime":1705912328161,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3900000,"_id":"dKfXwFPZ2ZrPw9RY"},{"name":"Дьявольское зрение/Devil's Sight","type":"feat","system":{"description":{"value":"

Магическая тьма не мешает тёмному зрению существа.

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Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact.

When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them.

[–]

Fly, my pretties, fly! Fly!

— Fierna, Archduchess of Phlegethos, commanding her spined devil legions

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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Дьявол совершает две атаки: одну укусом, и одну вилами, или же две атаки иглами на хвосте.

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Фокусы (неограниченно): @UUID[Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4]{наставление}, @UUID[Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8]{священное пламя} (см. «Действия» далее), @UUID[Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA]{тавматургия};

1-й круг (з ячейки): @UUID[Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d]{обнаружение зла и добра}, @UUID[Compendium.sc-spells.sc spells.Item.6bi4H055nR30kWkD]{приказ},@UUID[Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o]{убежище}

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_thurstwell%20vanthampur_bgdia_bgdia"}},"effects":[],"_id":"wMNB063hani73HhO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705868420733,"modifiedTime":1705912457764,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Темная преданность/Dark Devotion","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от @Compendium[sc-common.sc-common.lcu2INePEeUauIeC]{Испуга/Frightened} и @Compendium[sc-common.sc-common.y3bcoEXxQhHJtEzl]{Очарования/Charmed}.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/control-influence-rally-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"dark%20devotion_cult%20fanatic_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.5HwhsUzTeX3XHJjq.Item.pZQVyxezOZQmwQAl"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695312496542,"modifiedTime":1705912438640,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3900000,"_id":"VyhAo4vFsIS7Du72"},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705912537079,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"9lZabbdpqtAmaW9R","sort":0},{"name":"Священное пламя/Sacred Flame","type":"spell","system":{"description":{"value":"
\n

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"},"properties":["vocal","somatic"]},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485700,"modifiedTime":1705912555361,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"6xldz67XrXMAiqN9","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705912540232,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"kBmdK4lDN4A8LBco","sort":0},{"name":"Обнаружение зла и добра/Detect Evil and Good","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы знаете, есть ли в пределах 30 футов от вас аберрация, бестия, небожитель, нежить, фея или элементаль, а также местонахождение этого существа. Аналогично вы узнаёте, если в пределах 30 футов есть место или объект, магически освящённый или осквернённый. Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","concentration"]},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479370,"modifiedTime":1705912558030,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"em7UtzIl89zDfHNY","sort":0},{"name":"Приказ/Command","type":"spell","system":{"description":{"value":"
\n
\n

ВЫ отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

\n
 
\n

Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\n
Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n
 
\n
\n
Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n
 
\n
\n
Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

\n
 
\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n
 
\n
\n
Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n
 
\n
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
\n
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal"]},"img":"icons/magic/control/control-influence-puppet.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.6bi4H055nR30kWkD"},"dnd5e":{"migratedProperties":["vocal"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760478287,"modifiedTime":1705912559431,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iBUHDshqI0K5qZIh","sort":0},{"name":"Убежище/Sanctuary","type":"spell","system":{"description":{"value":"
\n

Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

\n
\n
\n
 
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"abj","materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic","material"]},"img":"icons/magic/holy/barrier-shield-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sanctuary_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485731,"modifiedTime":1705912560894,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"LpuXaOON1HjlXq9A","sort":0}],"effects":[],"folder":"FA7rV5oFc8ZAG7Fr","sort":112500,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705868420387,"modifiedTime":1710166994685,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Шипастый дьявол/Barbed Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"barbed%20devil_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"AXQ45FvcwVpfFLZq","img":"foundryvtt-static/tokens/barbed-devil.webp","system":{"abilities":{"str":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":110,"max":110,"temp":null,"tempmax":null,"formula":"13d8 + 52"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","exhaustion":0},"details":{"biography":{"value":"

Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.

Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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Дьявол совершает три рукопашные атаки: одну хвостом, и две когтями. В качестве альтернативы, он может дважды использовать Метание пламени.

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Рукопашная атака оружием: +6 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 6 (1к6 + 3).

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Рукопашная атака оружием: +6 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 10 (2к6 + 3).

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Дальнобойная атака заклинанием: +5 к попаданию, дистанция 150 футов, одна цель. Попадание: Урон огнём 10 (3к6). Если цель — горючий предмет, который никто не несёт и не носит, она также загорается.

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В начале каждого своего хода шипастый дьявол причиняет колющий урон 5 (1к10) всем схватившим его существам.

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Магическая тьма не мешает тёмному зрению существа.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.

Magical Purpose.

Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter.

Tactical Cunning.

A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position.

Constructed Nature.

A helmed horror doesn't require air, food, drink, or sleep.

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Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к8) дробящего урона.

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Инфернальная головоломка представляет собой кубический контейнер с размером стороны от 5 до 6 дюймов, состоящий из герметичных, взаимосвязанных частей, изготовленных из материалов, найденных в Девяти Преисподних. Большинство этих головоломок сделаны из адского железа, хотя некоторые вырезаны из кости или рогов. Инфернальные головоломки используются для защиты дьявольских контрактов, подписанных между дьяволами и смертными, даже после того, как условия этих контрактов выполнены. Пустая инфернальная головоломка весит 3 фунта, независимо от материалов, используемых для её изготовления.

Когда достаточно маленький предмет способный поместиться в неё, помещают в головоломку, она магическим образом запечатывается вокруг объекта, и никакая магия не может заставить головоломку открыться. Запечатанная головоломка также становится невосприимчивой к любому урону. Каждая инфернальная головоломка создаётся с уникальным способом её открытия. Хитрость в решении головоломки всегда обычная и никогда не волшебная. Как только существо узнает хитрость или последовательность действий, необходимых для открытия конкретной инфернальной головоломки, оно может действием открыть головоломку и получить доступ к её содержимому.

Существо, которое проводит 1 час, за исследованием инфернальной головоломки, в попытках открыть её, может совершить проверку Интеллекта (Расследование) Сл 30. Если проверка успешна, то существо узнаёт хитрость или последовательность действий, необходимых для открытия головоломки. Если проверка проваливается на 5 и более, существо должно совершить спасбросок Мудрости Сл 18, получая 42 ([[/r 12d6]]) урона психической энергией при провале и вдвое меньше урона при успехе.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"trinket","baseItem":""},"container":null,"properties":[]},"img":"icons/commodities/treasure/puzzle-cube.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"infernal%20puzzle%20box_bgdia","propDroppable":"item"}},"effects":[],"folder":"xNMENi6fC5M1utzb","_id":"TAFZianMkA19d71q","sort":500000,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639788,"modifiedTime":1705925814476,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Щит скрытого лорда/Shield of the Hidden Lord","type":"equipment","system":{"description":{"value":"

Щит скрытого лорда имеет небесное происхождение и служит тюрьмой для@Compendium[sc-creatures.sc-creatures.USKmGrLpQ9I3b4YB]{Исчадие ада/Pit Fiend} Горгота, чьи смертные последователи почитают его как бога. Со временем зло Горгота исказило внешний вид щита и теперь его небесные мотивы и узоры превратились в дьявольское лицо, которое неуловимо зловеще двигается.

Держа этот щит, вы получаете бонус +2 к КД и сопротивление урону огнём.

Разум. Щит Спрятанного Владыки разумен, пока в нём заключен Горгот. Будучи разумным, щит обладает следующими свойствами:

Личность Горгота. Горгот отчаянно жаждет свободы, но не может освободиться самостоятельно. Исчадие преисподней не раскрывает свою истинную природу, называя себя только Скрытым Лордом. Он намекает и даёт подсказки о том, что он ангел, заключенный в дьявольскую тюрьму. Вырвавшись из щита, исчадие преисподней соблюдает условия любой сделки, которую он заключил для своего побега.

Будучи заключенным в щите, Горгот осторожно направляет нынешнего владельца щита к совершению актов жестокости и подчинения, надеясь обречь его душу на отправку в Девять Преисподних. Конфликт возникает, если владелец щита делает что-то, что может затруднить Горготу побег из его тюрьмы, например, оставляет щит там, где другие вряд ли найдут его.

Горгот не знает, как сбежать из щита. Исчадие преисподней верит (ошибочно), что он может освободиться из щита, если его приведут в Девять Преисподний, так как он убежден, что сила щита там ослабнет.

Освобождение Горгота. Наложение на щит заклинания @Compendium[sc-spells.sc spells.83zZ8rwzbkpueoIc]{Рассеивание зла и добра/Dispel Evil and Good} имеет 1-процентный шанс освободить исчадие преисподней или автоматически преуспевает, если заклинание накладывается @UUID[Compendium.sc-creatures.sc-creatures.Actor.SbrwShB1ilyDAoIv]{соларом [solar]}, @UUID[Compendium.sc-creatures.sc-creatures.Actor.SciG1upB8Z1YcqMw]{планетаром [planetar]} или архидьяволом. Бог может освободить исчадие преисподней, прикоснувшись к щиту и произнеся имя Горгота. После освобождения Горгот появляется в случайном, ближайшем к щиту свободном пространстве.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":6,"price":{"value":0,"denomination":"gp"},"attunement":1,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":"3","per":"charges","recovery":"3","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":4,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"shield","baseItem":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Shield%20of%20the%20Hidden%20Lord.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"shield%20of%20the%20hidden%20lord_bgdia","propDroppable":"item"}},"effects":[{"icon":"https://5etools-mirror-1.github.io/img/items/BGDIA/Shield%20of%20the%20Hidden%20Lord.webp","origin":"Item.yTwuWzWH9U8y49yB","duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"name":"Щит скрытого лорда/Shield of the Hidden Lord","_id":"sCxK5fvBRln9opA0","changes":[{"key":"system.traits.dr.value","mode":2,"value":"fire","priority":null}],"description":"","transfer":true,"statuses":[],"flags":{},"tint":null}],"folder":"xNMENi6fC5M1utzb","_id":"yTwuWzWH9U8y49yB","sort":600000,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639899,"modifiedTime":1705926733732,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маталоток/Matalotok","type":"weapon","system":{"description":{"value":"

Маталоток, Отец Мороза, - древний молот, созданный Тримом, Богом ледяных гигантов. Любимое оружие повелителя демонов Костччи, Маталоток холоден на ощупь и окутан дымкой.

Вы получаете иммунитет к урону холодом, пока держите Маталоток. Всякий раз, когда вы наносите урон существу, молот испускает волну сильного холода в сфере радиусом 30 футов. Каждое существо в этой области получает 10 (3к6) урона холодом.

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This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a @creature[quasit]. The trapped @creature[quasit] is @condition[incapacitated], and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the @creature[quasit] disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

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You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra [[/r 6d8]] slashing damage from the hit.

Random Properties.

The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:

  • 2 @table[Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties]
  • 1 @table[Artifact Properties; Major Beneficial Properties|dmg|major beneficial property]
  • 1 @table[Artifact Properties; Major Detrimental Properties|dmg|major detrimental property], which is suppressed while the sword is attuned to an archdevil
Ruler of Avernus.

As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be @condition[charmed] by you for 1 hour. While @condition[charmed] in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.

Infernal Recall.

As an action, you can use the sword to cast @spell[word of recall]. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.

Destroying the Sword.

The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.

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You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":4,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"+1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6+1+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"mace"},"container":null},"img":"icons/weapons/maces/mace-flanged-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"candle%20mace_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"ocGeTdCtCnOwpnlc","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639661,"modifiedTime":1705864639661,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fane-Eater","type":"weapon","system":{"description":{"value":"
(requires attunement by an evil cleric or paladin)
\n\t\t

Fane-Eater is a battleaxe belonging to @creature[Arkhan the Cruel|BGDIA].

You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra [[/r 2d8]] necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.

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While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra [[/r 1d6]] fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Special.

If you attack with a double-bladed scimitar as part of the @action[Attack] action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals [[/r 1d4]] slashing damage on a hit, instead of [[/r 2d4]].

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall @condition[prone]. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.

Special.

When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals [[/r 1d4]] bludgeoning damage on a hit.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Special.

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

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This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":4,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6+@mod","piercing"]],"versatile":"1d8+@mod"},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["thr","ver","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"trident"},"container":null},"img":"icons/weapons/polearms/trident-ornate-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20trident_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"KasJ0tytvhbm7rfr","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640779,"modifiedTime":1705864640779,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellfire War Pick","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":2,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"warpick"},"container":null},"img":"icons/weapons/axes/pickaxe-jagged-black.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20war%20pick_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"fRvS3oFUmsEQmSSD","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640796,"modifiedTime":1705864640796,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellfire Warhammer","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":2,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":"1d10+@mod"},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["ver","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"warhammer"},"container":null},"img":"icons/weapons/hammers/hammer-double-engraved-ruby.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20warhammer_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"ggSX6Ecze7VShO18","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640813,"modifiedTime":1705864640813,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellfire Weapon","type":"loot","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

Base items.

This item variant can be applied to the following base items:

  • @item[Antimatter Rifle|DMG] (@item[Hellfire Antimatter Rifle|BGDIA])
  • @item[Automatic Pistol|DMG] (@item[Hellfire Automatic Pistol|BGDIA])
  • @item[Automatic Rifle|DMG] (@item[Hellfire Automatic Rifle|BGDIA])
  • @item[Battleaxe|PHB] (@item[Hellfire Battleaxe|BGDIA])
  • @item[Blowgun|PHB] (@item[Hellfire Blowgun|BGDIA])
  • @item[Club|PHB] (@item[Hellfire Club|BGDIA])
  • @item[Dagger|PHB] (@item[Hellfire Dagger|BGDIA])
  • @item[Dart|PHB] (@item[Hellfire Dart|BGDIA])
  • @item[Double-Bladed Scimitar|ERLW] (@item[Hellfire Double-Bladed Scimitar|BGDIA])
  • @item[Flail|PHB] (@item[Hellfire Flail|BGDIA])
  • @item[Glaive|PHB] (@item[Hellfire Glaive|BGDIA])
  • @item[Greataxe|PHB] (@item[Hellfire Greataxe|BGDIA])
  • @item[Greatclub|PHB] (@item[Hellfire Greatclub|BGDIA])
  • @item[Greatsword|PHB] (@item[Hellfire Greatsword|BGDIA])
  • @item[Halberd|PHB] (@item[Hellfire Halberd|BGDIA])
  • @item[Hand Crossbow|PHB] (@item[Hellfire Hand Crossbow|BGDIA])
  • @item[Handaxe|PHB] (@item[Hellfire Handaxe|BGDIA])
  • @item[Heavy Crossbow|PHB] (@item[Hellfire Heavy Crossbow|BGDIA])
  • @item[Hooked Shortspear|OotA] (@item[Hellfire Hooked Shortspear|BGDIA])
  • @item[Hoopak|DSotDQ] (@item[Hellfire Hoopak|BGDIA])
  • @item[Hunting Rifle|DMG] (@item[Hellfire Hunting Rifle|BGDIA])
  • @item[Javelin|PHB] (@item[Hellfire Javelin|BGDIA])
  • @item[Lance|PHB] (@item[Hellfire Lance|BGDIA])
  • @item[Laser Pistol|DMG] (@item[Hellfire Laser Pistol|BGDIA])
  • @item[Laser Rifle|DMG] (@item[Hellfire Laser Rifle|BGDIA])
  • @item[Light Crossbow|PHB] (@item[Hellfire Light Crossbow|BGDIA])
  • @item[Light Hammer|PHB] (@item[Hellfire Light Hammer|BGDIA])
  • @item[Light Repeating Crossbow|OotA] (@item[Hellfire Light Repeating Crossbow|BGDIA])
  • @item[Longbow|PHB] (@item[Hellfire Longbow|BGDIA])
  • @item[Longsword|PHB] (@item[Hellfire Longsword|BGDIA])
  • @item[Mace|PHB] (@item[Hellfire Mace|BGDIA])
  • @item[Maul|PHB] (@item[Hellfire Maul|BGDIA])
  • @item[Morningstar|PHB] (@item[Hellfire Morningstar|BGDIA])
  • @item[Musket|DMG] (@item[Hellfire Musket|BGDIA])
  • @item[Net|PHB] (@item[Hellfire Net|BGDIA])
  • @item[Pike|PHB] (@item[Hellfire Pike|BGDIA])
  • @item[Pistol|DMG] (@item[Hellfire Pistol|BGDIA])
  • @item[Quarterstaff|PHB] (@item[Hellfire Quarterstaff|BGDIA])
  • @item[Rapier|PHB] (@item[Hellfire Rapier|BGDIA])
  • @item[Revolver|DMG] (@item[Hellfire Revolver|BGDIA])
  • @item[Scimitar|PHB] (@item[Hellfire Scimitar|BGDIA])
  • @item[Shortbow|PHB] (@item[Hellfire Shortbow|BGDIA])
  • @item[Shortsword|PHB] (@item[Hellfire Shortsword|BGDIA])
  • @item[Shotgun|DMG] (@item[Hellfire Shotgun|BGDIA])
  • @item[Sickle|PHB] (@item[Hellfire Sickle|BGDIA])
  • @item[Sling|PHB] (@item[Hellfire Sling|BGDIA])
  • @item[Spear|PHB] (@item[Hellfire Spear|BGDIA])
  • @item[Trident|PHB] (@item[Hellfire Trident|BGDIA])
  • @item[War Pick|PHB] (@item[Hellfire War Pick|BGDIA])
  • @item[Warhammer|PHB] (@item[Hellfire Warhammer|BGDIA])
  • @item[Whip|PHB] (@item[Hellfire Whip|BGDIA])
  • @item[Yklwa|ToA] (@item[Hellfire Yklwa|BGDIA])
","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"rarity":"uncommon","identified":true,"type":{"value":"","subtype":""},"unidentified":{"description":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Hellfire%20Weapon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20weapon_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"jcbYCEvKGq4WPIUL","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640009,"modifiedTime":1705864640009,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellfire Whip","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4+@mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","rch","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"martialM","baseItem":"whip"},"container":null},"img":"icons/weapons/misc/whip-red-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20whip_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"kPEDfNNX5JGO7rDc","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640831,"modifiedTime":1705864640831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Hellfire Yklwa","type":"weapon","system":{"description":{"value":"

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a @creature[lemure] devil.

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":10,"long":30,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["thr","mgc"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":""},"container":null},"img":"icons/weapons/polearms/glaive-simple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"hellfire%20yklwa_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"gxwZKrFJO4UHtzM8","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864640849,"modifiedTime":1705864640849,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Helm of Devil Command","type":"equipment","system":{"description":{"value":"
(requires attunement by a creature that can speak Infernal)
\n\t\t

This bulky, eyeless helmet is made for a @creature[pit fiend] but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast @spell[dominate monster] (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's @spell[dominate monster] property in the Nine Hells has a [[/r 1d100]]{20 percent} chance of attracting a @creature[narzugon|MTF], which arrives on the back of a @creature[nightmare] mount in [[/r 1d4]] hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":1,"equipped":true,"rarity":"veryRare","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":"3","per":"charges","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"trinket","baseItem":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Helm%20of%20Devil%20Command.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"helm%20of%20devil%20command_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"vyL0QhAlGJPErIjN","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639766,"modifiedTime":1705864639766,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Obsidian Flint Dragon Plate","type":"equipment","system":{"description":{"value":"

You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the @condition[grappled] condition on yourself.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":65,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"proficient":null,"unidentified":{"description":""},"type":{"value":"heavy","baseItem":"plate"},"container":null,"properties":["stealthDisadvantage"]},"img":"icons/equipment/chest/breastplate-layered-gilded-black.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"obsidian%20flint%20dragon%20plate_bgdia","propDroppable":"item"},"dnd5e":{"migratedProperties":["stealthDisadvantage"]}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"1R8MBejzImTTROnI","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1705864639846,"modifiedTime":1710166994940,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Shatterstick","type":"loot","system":{"description":{"value":"

A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 ([[/r 10d6]]) bludgeoning damage.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":4,"price":{"value":0,"denomination":"gp"},"rarity":"","identified":false,"type":{"value":"","subtype":""},"unidentified":{"description":""},"container":null,"properties":[]},"img":"modules/plutonium/media/icon/battle-gear.svg","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"shatterstick_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"7IfXleURKVdFhofM","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639872,"modifiedTime":1705864639872,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Soul Coin","type":"equipment","system":{"description":{"value":"

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

Carrying Soul Coins.

To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin.

A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

  • Drain Life. You siphon away some of the soul's essence and gain [[/r 1d10]] temporary hit points.

  • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul.

Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as @creature[lemure] devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a @item[hellfire weapon|bgdia] or an infernal war machine's furnace (see \"Soul Fuel\").

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency.

Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

","chat":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":0.333,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"unidentified":{"description":""},"type":{"value":"trinket","baseItem":""},"container":null,"properties":[]},"img":"https://5etools-mirror-1.github.io/img/items/BGDIA/Soul%20Coin.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"BGDIA","hash":"soul%20coin_bgdia","propDroppable":"item"}},"effects":[],"folder":"j0dsJjtkUIa2d3Tr","_id":"PRibesjLbkmJkGuK","sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705864639920,"modifiedTime":1705864639920,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Sword of Zariel","type":"weapon","system":{"description":{"value":"
(requires attunement by a creature the sword deems worthy)
\n\t\t

This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.

Attunement.

The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:

  • Angelic Language. You can speak, read, and write Celestial.

  • Celestial Resistance. You have resistance to necrotic and radiant damage.

  • Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

  • Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.

  • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see @condition[invisible] creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.

  • New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.

    Personality Traits
    [[/r d8]]Personality Trait
    1I treat all beings, even enemies, with respect.
    2I won't tell a lie.
    3I enjoy sharing my philosophical worldview and experiences with others.
    4I cut right to the chase in every conversation.
    5I often quote (or misquote) religious texts.
    6I anger quickly when I witness cruelty or injustice.
    7My praise and trust are earned and never given freely.
    8I like everything clean and organized.
    Ideals
    [[/r d6]]Ideal
    1Charity. I always help those in need. (Good)
    2Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful)
    3Responsibility. It is the duty of the strong to protect the weak. (Lawful)
    4Respect. All people deserve to be treated with dignity. (Good)
    5Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)
    6Redemption. All creatures are capable of change for the better. (Good)
    Bonds
    [[/r d6]]Bond
    1I have a favorite religious hymn that I constantly hum.
    2I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
    3I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams.
    4I would die for those who fight beside me, regardless of their faults.
    5I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.
    6The Sword of Zariel has chosen me. I shall not fail to wield it justly.
    Flaws
    [[/r d6]]Flaw
    1I am too quick to judge others.
    2I offer forgiveness too readily.
    3I will sacrifice innocent lives for the greater good.
    4Flaw? What flaw? I am flawless. Utter perfection!
    5I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.
    6I ignore those who do not support my plans, for my calling is higher than all others.

Holy Light.

The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.

As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.

Random Properties.

The sword has 2 @table[Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties].

Searing Radiance.

The sword deals an extra 9 ([[/r 2d8]]) radiant damage to any creature it hits, or 16 ([[/r 3d10]]) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be @condition[blinded] until the end of its next turn.

Sentience.

The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.

The sword communicates by transmitting emotion to the creature carrying or wielding it.

Truth Seer.

While holding the sword, you gain advantage on all Wisdom (@skill[Insight]) checks.

Destroying the Sword.

Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see \"Shattering the Companion\"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.

If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.

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Глоссарий имён и названий

В этой таблице дано произношение и оригинальное написание необычных имён и названий, встречающихся в приключении.

ПереводОригиналОписание
АбишайAbishaiДьявол, служащий Тиамат и не входящий в иерархию Преисподней
АмницуAmnizuВысший дьявол, сторожащий врата в Девять Преисподних
Амрик ВантампурAmrik VanthampurВторой сын герцогини Таламры Вантампур из Врат Балдура
Аркон ЖестокийArkhan the CruelЗлой драконорожденный, рыцарь Тиамат
АсмодейAsmodeusАрхидьявол, божество. Владыка Девяти Преисподних
БаалBhaalСмертный бог убийств, один из Мёртвой Троицы
БаларисталBalarystulДревняя медная драконица, тайно работающая на Бродячем Базаре
БафометBaphometДемонический владыка, покровитель минотавров
БёзельстинBazelsteenРогатый дьявол, заведующий починкой летучих крепостей в Стигийских доках
Белинн СтёлмейнBelynne StelmaneГерцогиня из Совета Четырёх, правящего Вратами Балдура
БулезауBulezauРогатый демон с гниющей плотью
Габури д'ВейланCabourey D’VaelanКухарка на вилле Вантампуров во Вратах Балдура
ГарготCargauthИсчадие ада, заточённое в Щите Скрытого Владыки
Джесса БрайтстарJhessa BrightstarСвященница Латандера в Идилльглене
Диллард ПортирDillard PortyrГерцог из Совета Четырёх, правящего Вратами Балдура
ЗариэльZarielАрхидьяволица, владычица Авернуса, первого круга Девяти Преисподних
ЙеногуYeenoghuДемонический владыка, покровитель гноллов
Кейджил ОрунмарKaejil OronmarСборщик налогов, заточённый на вилле Вантампуров
Клим ДжассоKlim JhassoЧлен патриарской (благородной) семьи Джассо из Врат Балдура
КощйщеKostchtchieДемонический владыка, покровитель части морозных великанов
Крокек’тоикCrokek'toeckИсполинский демон, который возит других демонов внутри себя
Ларейлра ТандретLaraelra ThundrethХозяйка «Низкого фонаря», таверны во Вратах Балдура
Лиара ПортирLiara PortyrКомандор Пламенного Кулака, отозванная во Врата Балдура
ЛулуLuluОллифант, страдающая потерей памяти
МаталотокMatalotokМагический молот, отнятый у Кощйще Зариэлью
МиркулMyrkulСмертный бог смерти и некромантии, один из Мёртвой Троицы
МорденкайненMordenkainenЗнаменитый архимаг, живущий в Башне Урма на Авернусе
Мортлок ВантампурMortlock VanthampurТретий сын герцогини Таламры Вантампур из Врат Балдура
НапперибоNupperiboНичтожный дьявол, распространённый в Девяти Преисподних
НарианжелаNariangelaЭриния, вахтенный офицер летучей крепости Зариэли
ОлантиусOlanthiusПадший паладин из Эльтуреля, ныне рыцарь смерти на службе Зариэли
Рея МентелморнReya MantlemornВсадница Преисподней, поклявшаяся защищать Эльтурель
Сатиир Тион-ХьюнSatiir Thione-HhuneЧлен патриарской (благородной) семьи Хьюн из Врат Балдура
СибриэксSibriexДемон, похожий на раздутый мешок гноящейся плоти
Сильвира СавикасSylvira SavikasТифлинг-архимаг, знаток Девяти Преисподних
Таламра ВентампурThalamra VanthampurГерцогиня из Совета Четырёх, правящего Вратами Балдура
Тейвиус КригThavius KreegБывший жрец Торма и высший наблюдатель Эльтуреля
Тёрствелл ВантампурThurstwell VanthampurСтарший сын герцогини Таламры Вантампур из Врат Балдура
ТиаматTiamatПятиглавая королева злых драконов, заточённая в Девяти Преисподних
ТраксигорTraxigorАрхимаг, превратившийся в выдру
ТрантолоксTrantoloxНальфешни, которого можно встретитьу Кровавой Цитадели
Альдер РёйвенгардUlder RavengardВерховный герцог Врат Балдура, начальник Пламенного Кулака
Фаластер ФискFalaster FiskПолезный шпион, заточённый в подземелье под виллой Вантампуров
Фёррия ДжинксPherria JynksПослушница Торма в Высоком Зале Эльтуреля
Фет’АлаFhetAhlaАмницу, глава конторы «Отсюда до Авернуса» на Бродячем Базаре
ХаруманHarumanПадший паладин Эльтуреля, ныне дьявол-нарзугон на службе Зариэли
Шолин ЗоразShaleen ZorazРуководительница ремонтников, заточённая на вилле Вантампуров
ЯэльYaelПогибшая защитница Эльтуреля, ныне привидение в Девяти Преисподних

Об этом приключении

Данное приключение Dungeons & Dragons рассчитано на группу из четырёх-шести персонажей 1-го уровня. Действие начина ется в городе Врата Балдура, а кончается на Авернусе, первом круге Девяти Преиспод них. К концу приключения герои должны достичь 13-го уровня или выше. Чтобы про вести это приключение, вам понадобятся Player's Handbook («Книга игрока»), Dungeon Master’s Guide («Руководство мастера подземелий») и Monster Manual («Энциклопедия чудовищ») пятой редакции.

Первую игровую встречу посвятите тому, чтобы по мочь вашим игрокам создать персонажей 1-го уровня. В ходе этого процесса персонажи смогут выбрать тёмную тайну своей группы (см. стр. 208).

Кратко о приключении

Священный город Эльтурель исчез из Забытых Ко ролевств и низвергся в Авернус, первый круг Девяти Преисподних. Это произошло из-за сделки между архи дьяволицей Зариэлью, правящей Авернусом, и подлым высшим наблюдателем Эльтуреля Тейвиусом Кригом. Зариэль захватывает города и использует их жителей как пушечное мясо в бесконечной Войне Крови между демонами и дьяволами. Следующий город на очереди у Зариэли — сосед Эльтуреля, Врата Балдура. Персонажи станут теми героями, которые спустятся на Авернус, спа сут Эльтурель от разрушения и уберегут Врата Балдура от такой же участи.

Беда во Вратах Балдура

Глава 1 начинается в городе-государстве Врата Балдура, который персонажи не могут покинуть — городские во рота закрыты, чтобы не впускать сотни беженцев из со седнего Эльтургарда. Однако ворота не могут удержать новости, что столица Эльтургарда пала, а верховный герцог Врат Балдура Ульдер Рейвенгард, отправившийся с дипломатическим визитом в Эльтурель, исчез. Совпа дение этого события с катастрофой в Эльтуреле посея ло среди балдурцев страхи: не ждёт ли Врата Балдура участь Эльтуреля?

Наших героев вербует Пламенный Кулак — армия на ёмников, охраняющая Врата Балдура. Без руководства верховного герцога Ульдера Рейвенгарда Пламенный Кулак превратился в сборище головорезов в мундирах. Задача персонажей — помочь восстановить порядок, вычислив и уничтожив последователей Бейна, Баала и Миркула — злых богов, прозванных Мёртвой Троицей. Их подлые священники, ассасины и некроманты уби вают горожан без разбора, а Пламенный Кулак дезорга низован и поглощён междоусобицей, так что не может их выследить и найти их логово. По ходу расследования персонажи узнают, что культистов Мёртвой Троицы тайно финансирует Таламра Вантампур, одна из трёх оставшихся герцогов и герцогинь, правящих городом. Она использует деньги из сокровищницы Тиамат, злой королевы драконов, заточённой в Девяти Преисподних.

Убрав с дороги герцога Ульдера Рейвенгарда, Таламра платит Мёртвой Троице, чтобы подорвать веру в Пла менный Кулак и отрезать обезглавленную организацию от любого финансирования. Таламра, фанатичная по читательница Зариэли, заключила с ней сделку, соби раясь занять пост верховной герцогини после роспуска Пламенного Кулака и обеспечить нисхождение города в Авернус. Для этой последней цели Таламре требуется артефакт Щит Скрытого Владыки, в котором заточено исчадие ада по имени Гаргот. До сих пор щит был замурован в гробнице под городом, но недавно сыновья Таламры выкрали его и перенесли в подземелье под своей виллой. Щит настолько пропитан злом, что само его присутствие во Вратах Балдура в последние десятилетия подтолкнуло город к моральному упадку.

Чтобы не дать Вратам Балдура пасть в лапы Зариэли, персонажам нужно унести щит подальше от города. Рея Ментелморн, юная воительница из Эльтуреля, подозре вает, что Вантампуры прячут у себя в поместье Тейвиуса Крига, и предлагает помощь. Взяв штурмом виллу герцогини Вантампур, персонажи обнаружат Тейвиуса в подземелье. Тейвиус помогает Таламре Вантампур использовать Щит Скрытого Владыки, чтобы привести Врата Балдура к погибели. Ранее он таким же образом с помощью Спутника (см. стр. 7) погубил Эльтурель. Если персонажи убьют Тейвиуса, его дух отправится в Девять Преисподних и обретёт там форму дьяволаамницу на Авернусе (см. стр. 129).

Визит в Кэндлкип

В ходе борьбы с Тейвиусом Кригом и семейством Ван тампур персонажи наверняка заполучат Щит Скрытого Владыки, а также дьявольскую коробку с секретом, которую не смогут открыть. Они также могут освободить шпиона, заточённого в подземелье герцогини Вантампур. Он ра ботает на тифлинга Сильвиру Савикас, которая отлично знает Девять Преисподних. Сильвира обосновалась в библиотеке Кэндлкипа и старается помешать дьяволопоклонникам, занимающим важные посты в Запад ных Землях. Она много лет следит за кознями дьяволов во Вратах Балдура, Эльтуреле и их окрестностях. Её ла зутчики искали коробку с секретом — в ней, по слухам, хранится копия дьявольского контракта, который Тей виус подписал, обрекая Эльтурель на погибель.

Если персонажи решат и дальше помогать Вратам Бал дура, им надо отправиться в Девять Преисподних и спа сти Ульдера Рейвенгарда из руин Эльтуреля. Персона жам посоветуют найти Сильвиру Савикас в Кэндлкипе. Сильвира знает, как открыть коробку Тейвиуса. Она также может организовать персонажам нисхождение в Авернус и дать им карту (которая, впрочем, недосто верна). Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение. Однако им может быть выгодно взять щит с собой — ведь Гаргот способен про вести их через Девять Преисподних, как никто другой. Со щитом или без щита, персонажи покидают Кэндлкип и отправляются к другу Сильвиры Траксигору — волшеб нику, способному с помощью заклинания планарный пере ход отправить их в Эльтурель. В башне этого волшебника они встретят оллифанта (см. стр. 242) по имени Лулу.

В Девять Преисподних!

Глава 2 начинается с прибытия персонажей в Эльтурель, прикованный исполинскими цепями под проклятым светом Спутника. Если персонажи ничего не сделают, город затянут в реку Стикс и навечно привяжут к Девяти Преисподним. Лулу изо всех сил пытается служить про водником группы на Авернусе, но воспоминания оллифанта обрывочны. Впрочем, становится ясно, что у Лулу есть некая связь с Зариэлью ещё с тех пор, как архидьяво лица была ангелом.

Обшарив Эльтурель в поисках выживших и сразив шись с отродьями Авернуса, герои встретят отважного Ульдера Рейвенгарда, который оказался в непривычном положении — защищает город, с которым привык сопер ничать. Доблестный Рейвенгард попросит персонажей сделать всё возможное, чтобы освободить Эльтурель и вернуть то, что от него осталось, на Фейрун. Для этого им придётся обойти весь Авернус и найти способ унич тожить Спутник или разбить исполинские цепи, удер живающие город, как описано в главе 3.

Авернус давно служит полем боя в бесконечной Войне Крови. Помимо сражающихся демонов и дьяволов, по пустошам Авернуса рыщут банды в поисках сокро вищ, припасов и топлива для своих боевых машин. Пер сонажи могут заключить с кем-то из них альянс, но тем самым рискуют оттолкнуть других. Заполучив боевую машину, персонажи смогут быстро перемещаться по Авернусу — обители измученных душ, поджигателей войны и дьяволов, жаждущих искусить новых героев сделками, которые погубят их души.

Чем дольше Лулу пробудет с персонажами, тем больше к ней вернётся давно забытых воспоминаний о Мече Зариэли — ангельском оружии, силы которого хватит, чтобы разрушить Спутник. После падения Зариэли меч хранился в Кровавой Цитадели — убежище небожите лей на Авернусе. Поиски меча служат основой сюжета главы 4 и ведут к откровению, что Зариэль способна вернуться к свету.

Впрочем, персонажи могут добиться успеха, даже если не получат Меч Зариэли и не помогут архидьяволице обрести искупление. Гаргот охотно на это укажет, если персонажи с ним посоветуются. Есть и другие способы освободить Эльтурель, но персонажам придётся заклю чать сделки с самыми злобными обитателями Авернуса. Герои могут поторговаться с опальным архидьяволом Белом, который жаждет занять место Зариэли и вернуть себе титул владыки Авернуса. Они могут разбудить гнев ужасающего демона Крокек’тоика и обманом заставить его перекусить цепи Эльтуреля. Они могут договориться со злым драконорожденным паладином Арконом Же стоким и через него заключить сделку с Тиамат. Вернув ей украденные сокровища, герои могут убедить Тиамат разбить цепи Эльтуреля.

Хотя эти варианты очень интересны, персонажам надо быть осторожнее, ведь сделки с дьяволами, владыки демо нов и гнев Тиамат — одни из опаснейших вещей в муль тивселенной. К тому же сама Зариэль может разгневаться на персонажей, мешающих её дьявольским козням. Чем кончится приключение — зависит от выбора, который сделают персонажи, от хаоса, который они устроят, и сделок, которые заключат, как описано в главе 5.

Предыстория приключения

Давным-давно ангел Зариэль поссорилась с собратьями на Горе Целестин из-за того, что они не вмешались в Войну Крови. Она считала, что долг ангельского воинства — уничтожать зло повсюду, а не просто стоять в сторонке, наблюдая, как демоны и дьяволы истребляют друг друга и при этом опустошают огромные части мультивселен ной. Нарушив волю своих владык, Зариэль покинула Гору Целестию и отправилась в Эльтурель, где собрала армию воинов и обучила их, чтобы сражаться в Войне Крови. Она обещала, что, когда они будут готовы, она поведёт их в бой на Авернус. Зариэль вывела свои войска из Эльтуреля в 1354 году ЛД под восторженные крики горожан. В эпической атаке, оставшейся в истории как Натиск, армия Зариэли ворва лась на Авернус и схватилась с архидьяволом Белом и его легионами. Многие воины Зариэли сражались отважно, но остальных сломили ужасы Девяти Преисподних. Они бросились наутёк обратно через портал и закрыли его за собой. Никому и никогда они не сознались в трусости и предательстве. Всадники Преисподней, как их про звали, скрывали свой позор до самой могилы.

Падение Зариэли

Зариэль потеряла большую часть армии на Авернусе. В бою ей отрубили кисть руки. Когда её меч пал наземь, Зариэль велела, чтобы Яэль, вернейшая из её генералов, забрала оружие и спрятала, не позволив дьяволам его уничтожить или исказить. Яэль взяла меч и скрылась вместе с верной спутницей Зариэли, оллифантом Лулу. Два других генерала Зариэли, Олантиус и Харуман, от казались покинуть госпожу. Всех троих схватили и от правили на Нессус, нижний круг Девяти Преисподних. Там Зариэль предстала перед Асмодеем, который принял её с распростёртыми объятьями. Владыка Девяти Преис подних похвалил Зариэль за доблесть в бою и крепость убеждений. К негодованию Бела, он предложил ей власть над Авернусом. Присягнув Асмодею и Девяти Преиспод ним, Зариэль смогла бы продолжить борьбу и истреблять демонов в Войне Крови, возглавляя легионы дьяволов. Зариэль приняла условия Асмодея, завершив тем самым падение. Харуман последовал за госпожой во тьму по доброй воле и был превращён в дьявола-нарзугона. Олан тиус покончил с собой, лишь бы не служить Асмодею, но был возрождён в виде рыцаря смерти и служит под присмотром пламенных очей Зариэли.

Спутник

Зариэль не забыла и не простила изменников, бежавших с поля боя. Она следила за Эльтурелем, выжидая момента, чтобы свершить месть. Этот день настал в 1444 году ЛД, когда на Эльтурель напал лорд-вампир. Священник Торма по имени Тейвиус Криг воззвал о помощи к любой силе, которая помогла бы ему спасти священный город. В этот миг Зариэль явилась в столпе пламени и предложила ему сделку, которую Тейвиус с радостью принял.

В небесах над Эльтурелем возникла сфера под назва нием Спутник, сиявшая как второе солнце. Её питал заточённый в ней планетар. Спутник озарял Эльтурель и его окрестности священным светом, из-за которого вампиру пришлось скрыться в тени, а его армия нежити погибла. Тейвиус Криг, заявивший, будто создал Спутник сам, был провозглашён спасителем города и вскоре занял пост высшего наблюдателя. За своё многолетнее правление Криг превратил Эльтурель не просто в свя щенный город, но в священную страну Эльтургард.

Предательство Тейвиуса

Тейвиус знал точное время, когда Спутник перестанет за щищать Эльтурель. За несколько недель до рокового часа Тейвиус пригласил верховного герцога Ульдера Рейвен- гарда из Врат Балдура посетить Эльтурель, чтобы урегу лировать давние разногласия между двумя городами. Под давлением соотечественников Рейвенгард неохотно при нял приглашение. Торжественно встретив посольство Рей- венгарда, Тейвиус Криг тайно бежал из Эльтуреля и с без опасного расстояния наблюдал, как Спутник превратился из сияющего солнца в чёрный шар, омываемый сполохами энергии. Спутник вырвал Эльтурель с Материального плана и перенёс на Авернус вместе со всеми обитателями. Немногие горожане успели сбежать, прежде чем Эльтурель исчез. Там, где он прежде стоял, остался лишь кратер.

Под видом беженца Тейвиус Криг одним из первых прибыл во Врата Балдура с вестью об «уничтожении» Эльтуреля. Он проскользнул за стены города при по мощи влиятельной подруги, герцогини Вантампур, и укрылся в её особняке.

Отыгрыш дьяволов

Как мастер, вы сами решаете, как отыгрывать дьяволов — остроумными, отчуждёнными, пафосными, коварными, безумными. Но помните главное правило: дьяволы не желают творить добро. Общаясь со смертными, они постоянно ищут способы совратить их или использовать, порой скрывая это за лживыми дружескими улыбками и обманчивым очарованием.

Важные источники

В этом приключении дело происходит в Девяти Преисподних—они описаны в главе 2 Dungeon Master’s Cuide («Руководства мастера подземелий»). Дьяволы, основные обитатели Девяти Преисподних, играют важную роль в сюжете. Прежде чем проводить приключение, советуем как следует ознакомиться с разделом «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Там описаны не только основные виды дьяволов, но также их иерархия, их поведение в соответствии с принципиальным злым мировоззрением, что им нравится, что их злит и почему они боятся умирать на родном плане бытия.

Параметры. В Monster Manual («Энциклопедии чудовищ») есть блоки параметров большинства чудовищ и персонажей мастера, встречающихся в этом приключении. Если в приключении вводится новое чудовище или персонаж мастера, вы найдёте блок параметров рядом со сценой, где оно появляется, или в приложении Г Если название существа выделено полужирным, это подсказка, что блок параметров существа есть в Monster Manual («Энциклопедии чудовищ»). Если же параметры приведены в другом месте, в тексте приключения будетуказано, где именно.

Заклинания и магические предметы. Заклинания и немагическое снаряжение, упомянутые в приключении, описаны в Player's Handbook («Книге игрока»), Магические предметы описаны в Dungeon Master's Cuide («Руководстве мастера подземелий»), если только текст приключения не ссылается на описание предмета в приложении В.

Дьявол, успешно подтолкнувший смертного к греху, заслуживает награду и вправе ожидать, что начальство его заметит и даст ему давно заслуженное повышение. Когда же такой смертный умирает, его душа оказывается заточённой в Девяти Преисподних, обретая форму ле мура (если только её не используют ещё для каких-нибудь жутких целей). Дьяволам плевать, что будет с душами их жертв, им хочется лишь получить повышение до дьявола более высокого ранга. Таким образом, за долгие века лемур может стать исчадием ада.

Но дьяволы не только искушают. Они ещё и сражаются в Войне Крови. Асмодей считает, что служить в легионах Преисподней — великая честь, ибо так дьяволы защищают мультивселенную от разрушения демонами. Это может звучать красиво, но большинство дьяволов участвует в Войне Крови, просто чтобы отличиться и заслужить ранг повыше, и не собирается вечно драться с демонами.

Если дьявол погибает за пределами Девяти Преис подних, он снова обретает тело в Девяти Преисподних, а значит, не погибает по-настоящему. Однако если дья вола убьют в Девяти Преисподних, он погибнет навеки. Неудивительно, что дома дьяволы ведут себя осторожнее, чем за его пределами.

Свойства дьяволов

Для дьяволов типичны такие свойства:

Обаяние. Дьяволы умеют очаровывать. Как и среди людей, одни справляются лучше, другие хуже. Настоящие мастера наслаждаются обменом любезностями, говорят тщательно выверенными фразами и подмечают приятные детали в окружении или одежде персонажа.

Терпение. Дьяволы редко торопятся заключать сделки и подписывать контракты. Они мастера афер с дальним прицелом. Дьяволы могут заключать со смертными по-настоящему выгодные сделки, чтобы завоевать их доверие и благодарность и обеспечить впоследствии за ключение сделок с более серьёзными последствиями.

Вежливость. Дьяволы любят делать вид, что подчиняются тем же правилам и общественным устоям, что и смертные. Дьяволы без труда притворяются и ве дут себя таким образом, какой поможет достичь их цели — как правило, контракта на службу или душу. Они давно поняли, что цивилизованными манерами можно добиться большего, чем яростью и насилием.

Коварство. Дьяволы не стареют, так что им незачем спешить с планами по завоеванию или совращению души. Это позволяет строить запутанные планы, ко торые трудно сразу разгадать. Для низших дьяволов хватит и простого принятия злого дара, но высшие дьяволы обожают впутывать персонажей в ситуации, в которых тем придётся пересмотреть свои ценности.

Беспринципность. Дьяволы злы и бездушны, не ведают ни стыда, ни смущения, ни раскаяния и готовы пойти на величайшие подлости для достижения своих целей.

Страх понижения. Дьявол, который разочарует своего начальника, может быть понижен, после чего сразу превратится в более низшую форму дьявола. Чем выше дьявол в иерархии, тем больше он боится понижения и потери власти. Поэтому дьяволы из кожи вон лезут, чтобы скрыть свои ошибки или свалить их на других.

Жизнь в Девяти Преисподних

Немалая часть приключения разворачивается на первом круге Девяти Преисподних. Это, мягко говоря, не самый типичный мир D&D. Следующие подсказки и хитрости помогут вам сделать пребывание персонажей на Авер- нусе незабываемым.

Все несчастны

Девять Преисподних — обитель горя и унижений, где никто не счастлив. Слабых дьяволов эксплуатируют и му чают начальники. Сильные живут в постоянном страхе, что их обойдут с повышением, а то и понизят. Даже когда всё вроде бы идёт как надо, радость недолговечна и лишь усиливает опасения, что дела скоро ухудшатся. Этот неиз менный пессимизм делает многих существ бесчувствен ными и желчными. Они находят извращённое удоволь ствие в том, чтобы распространять несчастье как чуму.

Вы можете напомнить игрокам, что Девять Преисподних — обитель несчастья и страдания, таким образом:

Всё ужасно

Авернус коварен: он подпитывает алчность и заставляет гостей платить или торговаться за всё, что нужно для вы живания. Большинство обитателей Авернуса несъедобно для смертных, а большинство источников воды отрав лено или загрязнено. Из-за редкости пищи и питьевой воды персонажам приходится копить запасы.

Можете напомнить игрокам об ужасах Авернуса таким образом:

Потерянный рай

Прежде чем Война Крови превратила Авернус в выжженную пустошь, он был приманкой, раем бесконечных наслаждений, созданным Асмодеем, чтобы заманивать и искушать смертных. Осколки этого рая всё ещё падают с небес Авернуса пылающими метеорами, а поверхность его испещрена руинами дворцов и идиллических садов, которые были поразительно прекрасны много лет назад.

Мимолётные напоминания о древнем рае могут являться персонажам таким образом:

Место может быть где угодно

География Девяти Преисподних капризна и изменчива. Один из главных плюсов этой планарной особенности в том, что вам не надо тщательно отслеживать, где места находятся относительно друг друга.

Хотя искажение пространства может пугать гостей плана, вам как мастеру оно даёт такие выгоды:

Ваш личный стиль

Есть простые способы проработать приключение и сделать Авернус ещё более жутким местом для вашей группы искателей приключений. Возможно, вам подойдёт один из этих методов, чтобы улучшить впечатления игроков:

","markdown":"# Глоссарий имён и названий\n\nВ этой таблице дано произношение и оригинальное написание необычных имён и названий, встречающихся в приключении.\n\n|Перевод|Оригинал|Описание|\n|:---|:---|:---:|\n|Абишай|Abishai| Дьявол, служащий Тиамат и не входящий в иерархию Преисподней|\n|Амницу|Amnizu|Высший дьявол, сторожащий врата в Девять Преисподних|\n|Амрик Вантампур|Amrik Vanthampur| Второй сын герцогини Таламры Вантампур из Врат Балдура|\n|Аркон Жестокий|Arkhan the Cruel|Злой драконорожденный, рыцарь Тиамат|\n|Асмодей|Asmodeus|Архидьявол, божество. Владыка Девяти Преисподних|\n|Баал|Bhaal|Смертный бог убийств, один из Мёртвой Троицы|\n|Баларистал|Balarystul|Древняя медная драконица, тайно работающая на Бродячем Базаре|\n|Бафомет|Baphomet|Демонический владыка, покровитель минотавров|\n|Бёзельстин|Bazelsteen|Рогатый дьявол, заведующий починкой летучих крепостей в Стигийских доках|\n|Белинн Стёлмейн|Belynne Stelmane|Герцогиня из Совета Четырёх, правящего Вратами Балдура|\n|Булезау|Bulezau|Рогатый демон с гниющей плотью|\n|Габури д'Вейлан|Cabourey D’Vaelan|Кухарка на вилле Вантампуров во Вратах Балдура|\n|Гаргот|Cargauth|Исчадие ада, заточённое в Щите Скрытого Владыки|\n|Джесса Брайтстар|Jhessa Brightstar|Священница Латандера в Идилльглене|\n|Диллард Портир|Dillard Portyr|Герцог из Совета Четырёх, правящего Вратами Балдура|\n|Зариэль|Zariel|Архидьяволица, владычица Авернуса, первого круга Девяти Преисподних|\n|Йеногу|Yeenoghu|Демонический владыка, покровитель гноллов|\n|Кейджил Орунмар|Kaejil Oronmar|Сборщик налогов, заточённый на вилле Вантампуров|\n|Клим Джассо|Klim Jhasso|Член патриарской (благородной) семьи Джассо из Врат Балдура|\n|Кощйще|Kostchtchie|Демонический владыка, покровитель части морозных великанов|\n|Крокек’тоик|Crokek'toeck|Исполинский демон, который возит других демонов внутри себя|\n|Ларейлра Тандрет|Laraelra Thundreth|Хозяйка «Низкого фонаря», таверны во Вратах Балдура|\n|Лиара Портир|Liara Portyr|Командор Пламенного Кулака, отозванная во Врата Балдура|\n|Лулу|Lulu|Оллифант, страдающая потерей памяти|\n|Маталоток|Matalotok|Магический молот, отнятый у Кощйще Зариэлью|\n|Миркул|Myrkul|Смертный бог смерти и некромантии, один из Мёртвой Троицы|\n|Морденкайнен|Mordenkainen|Знаменитый архимаг, живущий в Башне Урма на Авернусе|\n|Мортлок Вантампур|Mortlock Vanthampur|Третий сын герцогини Таламры Вантампур из Врат Балдура|\n|Напперибо|Nupperibo|Ничтожный дьявол, распространённый в Девяти Преисподних|\n|Нарианжела|Nariangela|Эриния, вахтенный офицер летучей крепости Зариэли|\n|Олантиус|Olanthius|Падший паладин из Эльтуреля, ныне рыцарь смерти на службе Зариэли|\n|Рея Ментелморн|Reya Mantlemorn|Всадница Преисподней, поклявшаяся защищать Эльтурель|\n|Сатиир Тион-Хьюн|Satiir Thione-Hhune|Член патриарской (благородной) семьи Хьюн из Врат Балдура|\n|Сибриэкс|Sibriex|Демон, похожий на раздутый мешок гноящейся плоти|\n|Сильвира Савикас|Sylvira Savikas|Тифлинг-архимаг, знаток Девяти Преисподних|\n|Таламра Вентампур|Thalamra Vanthampur|Герцогиня из Совета Четырёх, правящего Вратами Балдура|\n|Тейвиус Криг|Thavius Kreeg|Бывший жрец Торма и высший наблюдатель Эльтуреля|\n|Тёрствелл Вантампур|Thurstwell Vanthampur|Старший сын герцогини Таламры Вантампур из Врат Балдура|\n|Тиамат|Tiamat| Пятиглавая королева злых драконов, заточённая в Девяти Преисподних|\n|Траксигор|Traxigor|Архимаг, превратившийся в выдру|\n|Трантолокс|Trantolox|Нальфешни, которого можно встретитьу Кровавой Цитадели|\n|Альдер Рёйвенгард|Ulder Ravengard|Верховный герцог Врат Балдура, начальник Пламенного Кулака|\n|Фаластер Фиск|Falaster Fisk|Полезный шпион, заточённый в подземелье под виллой Вантампуров|\n|Фёррия Джинкс|Pherria Jynks|Послушница Торма в Высоком Зале Эльтуреля|\n|Фет’Ала|FhetAhla|Амницу, глава конторы «Отсюда до Авернуса» на Бродячем Базаре|\n|Харуман|Haruman|Падший паладин Эльтуреля, ныне дьявол-нарзугон на службе Зариэли|\n|Шолин Зораз|Shaleen Zoraz|Руководительница ремонтников, заточённая на вилле Вантампуров|\n|Яэль|Yael|Погибшая защитница Эльтуреля, ныне привидение в Девяти Преисподних|\n\n# Об этом приключении \n\nДанное приключение Dungeons & Dragons рассчитано на группу из четырёх-шести персонажей 1-го уровня. Действие начина ется в городе Врата Балдура, а кончается на Авернусе, первом круге Девяти Преиспод них. К концу приключения герои должны достичь 13-го уровня или выше. Чтобы про вести это приключение, вам понадобятся Player's Handbook («Книга игрока»), Dungeon Master’s Guide («Руководство мастера подземелий») и Monster Manual («Энциклопедия чудовищ») пятой редакции. \n\nПервую игровую встречу посвятите тому, чтобы по мочь вашим игрокам создать персонажей 1-го уровня. В ходе этого процесса персонажи смогут выбрать тёмную тайну своей группы (см. стр. 208). \n\n## Кратко о приключении \n\nСвященный город Эльтурель исчез из Забытых Ко ролевств и низвергся в Авернус, первый круг Девяти Преисподних. Это произошло из-за сделки между архи дьяволицей Зариэлью, правящей Авернусом, и подлым высшим наблюдателем Эльтуреля Тейвиусом Кригом. Зариэль захватывает города и использует их жителей как пушечное мясо в бесконечной Войне Крови между демонами и дьяволами. Следующий город на очереди у Зариэли — сосед Эльтуреля, Врата Балдура. Персонажи станут теми героями, которые спустятся на Авернус, спа сут Эльтурель от разрушения и уберегут Врата Балдура от такой же участи. \n\n### Беда во Вратах Балдура \n\nГлава 1 начинается в городе-государстве Врата Балдура, который персонажи не могут покинуть — городские во рота закрыты, чтобы не впускать сотни беженцев из со седнего Эльтургарда. Однако ворота не могут удержать новости, что столица Эльтургарда пала, а верховный герцог Врат Балдура Ульдер Рейвенгард, отправившийся с дипломатическим визитом в Эльтурель, исчез. Совпа дение этого события с катастрофой в Эльтуреле посея ло среди балдурцев страхи: не ждёт ли Врата Балдура участь Эльтуреля? \n\nНаших героев вербует Пламенный Кулак — армия на ёмников, охраняющая Врата Балдура. Без руководства верховного герцога Ульдера Рейвенгарда Пламенный Кулак превратился в сборище головорезов в мундирах. Задача персонажей — помочь восстановить порядок, вычислив и уничтожив последователей Бейна, Баала и Миркула — злых богов, прозванных Мёртвой Троицей. Их подлые священники, ассасины и некроманты уби вают горожан без разбора, а Пламенный Кулак дезорга низован и поглощён междоусобицей, так что не может их выследить и найти их логово. По ходу расследования персонажи узнают, что культистов Мёртвой Троицы тайно финансирует Таламра Вантампур, одна из трёх оставшихся герцогов и герцогинь, правящих городом. Она использует деньги из сокровищницы Тиамат, злой королевы драконов, заточённой в Девяти Преисподних. \n\nУбрав с дороги герцога Ульдера Рейвенгарда, Таламра платит Мёртвой Троице, чтобы подорвать веру в Пла менный Кулак и отрезать обезглавленную организацию от любого финансирования. Таламра, фанатичная по читательница Зариэли, заключила с ней сделку, соби раясь занять пост верховной герцогини после роспуска Пламенного Кулака и обеспечить нисхождение города в Авернус. Для этой последней цели Таламре требуется артефакт Щит Скрытого Владыки, в котором заточено исчадие ада по имени Гаргот. До сих пор щит был замурован в гробнице под городом, но недавно сыновья Таламры выкрали его и перенесли в подземелье под своей виллой. Щит настолько пропитан злом, что само его присутствие во Вратах Балдура в последние десятилетия подтолкнуло город к моральному упадку. \n\nЧтобы не дать Вратам Балдура пасть в лапы Зариэли, персонажам нужно унести щит подальше от города. Рея Ментелморн, юная воительница из Эльтуреля, подозре вает, что Вантампуры прячут у себя в поместье Тейвиуса Крига, и предлагает помощь. Взяв штурмом виллу герцогини Вантампур, персонажи обнаружат Тейвиуса в подземелье. Тейвиус помогает Таламре Вантампур использовать Щит Скрытого Владыки, чтобы привести Врата Балдура к погибели. Ранее он таким же образом с помощью Спутника (см. стр. 7) погубил Эльтурель. Если персонажи убьют Тейвиуса, его дух отправится в Девять Преисподних и обретёт там форму дьяволаамницу на Авернусе (см. стр. 129). \n\n### Визит в Кэндлкип\n\nВ ходе борьбы с Тейвиусом Кригом и семейством Ван тампур персонажи наверняка заполучат Щит Скрытого Владыки, а также дьявольскую коробку с секретом, которую не смогут открыть. Они также могут освободить шпиона, заточённого в подземелье герцогини Вантампур. Он ра ботает на тифлинга Сильвиру Савикас, которая отлично знает Девять Преисподних. Сильвира обосновалась в библиотеке Кэндлкипа и старается помешать дьяволопоклонникам, занимающим важные посты в Запад ных Землях. Она много лет следит за кознями дьяволов во Вратах Балдура, Эльтуреле и их окрестностях. Её ла зутчики искали коробку с секретом — в ней, по слухам, хранится копия дьявольского контракта, который Тей виус подписал, обрекая Эльтурель на погибель. \n\nЕсли персонажи решат и дальше помогать Вратам Бал дура, им надо отправиться в Девять Преисподних и спа сти Ульдера Рейвенгарда из руин Эльтуреля. Персона жам посоветуют найти Сильвиру Савикас в Кэндлкипе. Сильвира знает, как открыть коробку Тейвиуса. Она также может организовать персонажам нисхождение в Авернус и дать им карту (которая, впрочем, недосто верна). Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение. Однако им может быть выгодно взять щит с собой — ведь Гаргот способен про вести их через Девять Преисподних, как никто другой. Со щитом или без щита, персонажи покидают Кэндлкип и отправляются к другу Сильвиры Траксигору — волшеб нику, способному с помощью заклинания планарный пере ход отправить их в Эльтурель. В башне этого волшебника они встретят оллифанта (см. стр. 242) по имени Лулу.\n\n### В Девять Преисподних! \n\nГлава 2 начинается с прибытия персонажей в Эльтурель, прикованный исполинскими цепями под проклятым светом Спутника. Если персонажи ничего не сделают, город затянут в реку Стикс и навечно привяжут к Девяти Преисподним. Лулу изо всех сил пытается служить про водником группы на Авернусе, но воспоминания оллифанта обрывочны. Впрочем, становится ясно, что у Лулу есть некая связь с Зариэлью ещё с тех пор, как архидьяво лица была ангелом. \n\nОбшарив Эльтурель в поисках выживших и сразив шись с отродьями Авернуса, герои встретят отважного Ульдера Рейвенгарда, который оказался в непривычном положении — защищает город, с которым привык сопер ничать. Доблестный Рейвенгард попросит персонажей сделать всё возможное, чтобы освободить Эльтурель и вернуть то, что от него осталось, на Фейрун. Для этого им придётся обойти весь Авернус и найти способ унич тожить Спутник или разбить исполинские цепи, удер живающие город, как описано в главе 3. \n\nАвернус давно служит полем боя в бесконечной Войне Крови. Помимо сражающихся демонов и дьяволов, по пустошам Авернуса рыщут банды в поисках сокро вищ, припасов и топлива для своих боевых машин. Пер сонажи могут заключить с кем-то из них альянс, но тем самым рискуют оттолкнуть других. Заполучив боевую машину, персонажи смогут быстро перемещаться по Авернусу — обители измученных душ, поджигателей войны и дьяволов, жаждущих искусить новых героев сделками, которые погубят их души. \n\nЧем дольше Лулу пробудет с персонажами, тем больше к ней вернётся давно забытых воспоминаний о Мече Зариэли — ангельском оружии, силы которого хватит, чтобы разрушить Спутник. После падения Зариэли меч хранился в Кровавой Цитадели — убежище небожите лей на Авернусе. Поиски меча служат основой сюжета главы 4 и ведут к откровению, что Зариэль способна вернуться к свету. \n\nВпрочем, персонажи могут добиться успеха, даже если не получат Меч Зариэли и не помогут архидьяволице обрести искупление. Гаргот охотно на это укажет, если персонажи с ним посоветуются. Есть и другие способы освободить Эльтурель, но персонажам придётся заклю чать сделки с самыми злобными обитателями Авернуса. Герои могут поторговаться с опальным архидьяволом Белом, который жаждет занять место Зариэли и вернуть себе титул владыки Авернуса. Они могут разбудить гнев ужасающего демона Крокек’тоика и обманом заставить его перекусить цепи Эльтуреля. Они могут договориться со злым драконорожденным паладином Арконом Же стоким и через него заключить сделку с Тиамат. Вернув ей украденные сокровища, герои могут убедить Тиамат разбить цепи Эльтуреля. \n\nХотя эти варианты очень интересны, персонажам надо быть осторожнее, ведь сделки с дьяволами, владыки демо нов и гнев Тиамат — одни из опаснейших вещей в муль тивселенной. К тому же сама Зариэль может разгневаться на персонажей, мешающих её дьявольским козням. Чем кончится приключение — зависит от выбора, который сделают персонажи, от хаоса, который они устроят, и сделок, которые заключат, как описано в главе 5.\n\n## Предыстория приключения \n\nДавным-давно ангел Зариэль поссорилась с собратьями на Горе Целестин из-за того, что они не вмешались в Войну Крови. Она считала, что долг ангельского воинства — уничтожать зло повсюду, а не просто стоять в сторонке, наблюдая, как демоны и дьяволы истребляют друг друга и при этом опустошают огромные части мультивселен ной. Нарушив волю своих владык, Зариэль покинула Гору Целестию и отправилась в Эльтурель, где собрала армию воинов и обучила их, чтобы сражаться в Войне Крови. Она обещала, что, когда они будут готовы, она поведёт их в бой на Авернус. Зариэль вывела свои войска из Эльтуреля в 1354 году ЛД под восторженные крики горожан. В эпической атаке, оставшейся в истории как Натиск, армия Зариэли ворва лась на Авернус и схватилась с архидьяволом Белом и его легионами. Многие воины Зариэли сражались отважно, но остальных сломили ужасы Девяти Преисподних. Они бросились наутёк обратно через портал и закрыли его за собой. Никому и никогда они не сознались в трусости и предательстве. Всадники Преисподней, как их про звали, скрывали свой позор до самой могилы. \n\n### Падение Зариэли \n\nЗариэль потеряла большую часть армии на Авернусе. В бою ей отрубили кисть руки. Когда её меч пал наземь, Зариэль велела, чтобы Яэль, вернейшая из её генералов, забрала оружие и спрятала, не позволив дьяволам его уничтожить или исказить. Яэль взяла меч и скрылась вместе с верной спутницей Зариэли, оллифантом Лулу. Два других генерала Зариэли, Олантиус и Харуман, от казались покинуть госпожу. Всех троих схватили и от правили на Нессус, нижний круг Девяти Преисподних. Там Зариэль предстала перед Асмодеем, который принял её с распростёртыми объятьями. Владыка Девяти Преис подних похвалил Зариэль за доблесть в бою и крепость убеждений. К негодованию Бела, он предложил ей власть над Авернусом. Присягнув Асмодею и Девяти Преиспод ним, Зариэль смогла бы продолжить борьбу и истреблять демонов в Войне Крови, возглавляя легионы дьяволов. Зариэль приняла условия Асмодея, завершив тем самым падение. Харуман последовал за госпожой во тьму по доброй воле и был превращён в дьявола-нарзугона. Олан тиус покончил с собой, лишь бы не служить Асмодею, но был возрождён в виде рыцаря смерти и служит под присмотром пламенных очей Зариэли.\n\n### Спутник \n\nЗариэль не забыла и не простила изменников, бежавших с поля боя. Она следила за Эльтурелем, выжидая момента, чтобы свершить месть. Этот день настал в 1444 году ЛД, когда на Эльтурель напал лорд-вампир. Священник Торма по имени Тейвиус Криг воззвал о помощи к любой силе, которая помогла бы ему спасти священный город. В этот миг Зариэль явилась в столпе пламени и предложила ему сделку, которую Тейвиус с радостью принял. \n\nВ небесах над Эльтурелем возникла сфера под назва нием Спутник, сиявшая как второе солнце. Её питал заточённый в ней планетар. Спутник озарял Эльтурель и его окрестности священным светом, из-за которого вампиру пришлось скрыться в тени, а его армия нежити погибла. Тейвиус Криг, заявивший, будто создал Спутник сам, был провозглашён спасителем города и вскоре занял пост высшего наблюдателя. За своё многолетнее правление Криг превратил Эльтурель не просто в свя щенный город, но в священную страну Эльтургард. \n\n### Предательство Тейвиуса \n\nТейвиус знал точное время, когда Спутник перестанет за щищать Эльтурель. За несколько недель до рокового часа Тейвиус пригласил верховного герцога Ульдера Рейвен- гарда из Врат Балдура посетить Эльтурель, чтобы урегу лировать давние разногласия между двумя городами. Под давлением соотечественников Рейвенгард неохотно при нял приглашение. Торжественно встретив посольство Рей- венгарда, Тейвиус Криг тайно бежал из Эльтуреля и с без опасного расстояния наблюдал, как Спутник превратился из сияющего солнца в чёрный шар, омываемый сполохами энергии. Спутник вырвал Эльтурель с Материального плана и перенёс на Авернус вместе со всеми обитателями. Немногие горожане успели сбежать, прежде чем Эльтурель исчез. Там, где он прежде стоял, остался лишь кратер. \n\nПод видом беженца Тейвиус Криг одним из первых прибыл во Врата Балдура с вестью об «уничтожении» Эльтуреля. Он проскользнул за стены города при по мощи влиятельной подруги, герцогини Вантампур, и укрылся в её особняке. \n\n## Отыгрыш дьяволов \n\nКак мастер, вы сами решаете, как отыгрывать дьяволов — остроумными, отчуждёнными, пафосными, коварными, безумными. Но помните главное правило: дьяволы не желают творить добро. Общаясь со смертными, они постоянно ищут способы совратить их или использовать, порой скрывая это за лживыми дружескими улыбками и обманчивым очарованием.\n\n>Важные источники В этом приключении дело происходит в Девяти Преисподних—они описаны в главе 2 Dungeon Master’s Cuide («Руководства мастера подземелий»). Дьяволы, основные обитатели Девяти Преисподних, играют важную роль в сюжете. Прежде чем проводить приключение, советуем как следует ознакомиться с разделом «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Там описаны не только основные виды дьяволов, но также их иерархия, их поведение в соответствии с принципиальным злым мировоззрением, что им нравится, что их злит и почему они боятся умирать на родном плане бытия. \n\n>***Параметры***. В Monster Manual («Энциклопедии чудовищ») есть блоки параметров большинства чудовищ и персонажей мастера, встречающихся в этом приключении. Если в приключении вводится новое чудовище или персонаж мастера, вы найдёте блок параметров рядом со сценой, где оно появляется, или в приложении Г Если название существа выделено полужирным, это подсказка, что блок параметров существа есть в Monster Manual («Энциклопедии чудовищ»). Если же параметры приведены в другом месте, в тексте приключения будетуказано, где именно. \n\n>***Заклинания и магические предметы***. Заклинания и немагическое снаряжение, упомянутые в приключении, описаны в Player's Handbook («Книге игрока»), Магические предметы описаны в Dungeon Master's Cuide («Руководстве мастера подземелий»), если только текст приключения не ссылается на описание предмета в приложении В.\n\nДьявол, успешно подтолкнувший смертного к греху, заслуживает награду и вправе ожидать, что начальство его заметит и даст ему давно заслуженное повышение. Когда же такой смертный умирает, его душа оказывается заточённой в Девяти Преисподних, обретая форму ле мура (если только её не используют ещё для каких-нибудь жутких целей). Дьяволам плевать, что будет с душами их жертв, им хочется лишь получить повышение до дьявола более высокого ранга. Таким образом, за долгие века лемур может стать исчадием ада. \n\nНо дьяволы не только искушают. Они ещё и сражаются в Войне Крови. Асмодей считает, что служить в легионах Преисподней — великая честь, ибо так дьяволы защищают мультивселенную от разрушения демонами. Это может звучать красиво, но большинство дьяволов участвует в Войне Крови, просто чтобы отличиться и заслужить ранг повыше, и не собирается вечно драться с демонами. \n\nЕсли дьявол погибает за пределами Девяти Преис подних, он снова обретает тело в Девяти Преисподних, а значит, не погибает по-настоящему. Однако если дья вола убьют в Девяти Преисподних, он погибнет навеки. Неудивительно, что дома дьяволы ведут себя осторожнее, чем за его пределами. \n\n### Свойства дьяволов \n\nДля дьяволов типичны такие свойства: \n\n**Обаяние**. Дьяволы умеют очаровывать. Как и среди людей, одни справляются лучше, другие хуже. Настоящие мастера наслаждаются обменом любезностями, говорят тщательно выверенными фразами и подмечают приятные детали в окружении или одежде персонажа. \n\n**Терпение**. Дьяволы редко торопятся заключать сделки и подписывать контракты. Они мастера афер с дальним прицелом. Дьяволы могут заключать со смертными по-настоящему выгодные сделки, чтобы завоевать их доверие и благодарность и обеспечить впоследствии за ключение сделок с более серьёзными последствиями. \n\n**Вежливость**. Дьяволы любят делать вид, что подчиняются тем же правилам и общественным устоям, что и смертные. Дьяволы без труда притворяются и ве дут себя таким образом, какой поможет достичь их цели — как правило, контракта на службу или душу. Они давно поняли, что цивилизованными манерами можно добиться большего, чем яростью и насилием. \n\n**Коварство**. Дьяволы не стареют, так что им незачем спешить с планами по завоеванию или совращению души. Это позволяет строить запутанные планы, ко торые трудно сразу разгадать. Для низших дьяволов хватит и простого принятия злого дара, но высшие дьяволы обожают впутывать персонажей в ситуации, в которых тем придётся пересмотреть свои ценности. \n\n**Беспринципность**. Дьяволы злы и бездушны, не ведают ни стыда, ни смущения, ни раскаяния и готовы пойти на величайшие подлости для достижения своих целей. \n\n**Страх понижения**. Дьявол, который разочарует своего начальника, может быть понижен, после чего сразу превратится в более низшую форму дьявола. Чем выше дьявол в иерархии, тем больше он боится понижения и потери власти. Поэтому дьяволы из кожи вон лезут, чтобы скрыть свои ошибки или свалить их на других.\n\n## Жизнь в Девяти Преисподних \n\nНемалая часть приключения разворачивается на первом круге Девяти Преисподних. Это, мягко говоря, не самый типичный мир D&D. Следующие подсказки и хитрости помогут вам сделать пребывание персонажей на Авер- нусе незабываемым. \n\n### Все несчастны \n\nДевять Преисподних — обитель горя и унижений, где никто не счастлив. Слабых дьяволов эксплуатируют и му чают начальники. Сильные живут в постоянном страхе, что их обойдут с повышением, а то и понизят. Даже когда всё вроде бы идёт как надо, радость недолговечна и лишь усиливает опасения, что дела скоро ухудшатся. Этот неиз менный пессимизм делает многих существ бесчувствен ными и желчными. Они находят извращённое удоволь ствие в том, чтобы распространять несчастье как чуму. \n\nВы можете напомнить игрокам, что Девять Преисподних — обитель несчастья и страдания, таким образом: \n\n* В разговорах с персонажами обитатели Девяти Преисподних причитают о несчастьях и винят в своих страданиях других. \n* Когда персонаж чего-то добивается, можете каким-то образом подпортить триумф. К примеру, у персонажа порвётся ремень или местное насекомое ужалит его в шею и оставит там рану. \n* Если персонаж получает 1 на кости при броске атаки немагическим оружием, можете решить, что оружие сломалось. \n\n### Всё ужасно \n\nАвернус коварен: он подпитывает алчность и заставляет гостей платить или торговаться за всё, что нужно для вы живания. Большинство обитателей Авернуса несъедобно для смертных, а большинство источников воды отрав лено или загрязнено. Из-за редкости пищи и питьевой воды персонажам приходится копить запасы. \n\nМожете напомнить игрокам об ужасах Авернуса таким образом: \n\n* Любая еда и напитки, принесённые персонажами на Авернус или призванные с помощью магии, оста ются питательными, но обретают ужасный вкус, если их употребить здесь. Еда на вкус как пепел, вода — как желчь, а вино — как прокисшее молоко. \n* Если персонажи хотят вкусной еды, её придётся купить у торговцев с лицензией, таких как ракшаса Махади, владелец ресторана «Адское вознесение» (см. стр. 124). Цена вкусной еды всегда довольно высока. \n* Когда персонаж поступает эгоистично, можете возна градить эгоизм, дав ему вдохновение (описано в главе 4 Player's Handbook [«Книги игрока»]). В отличие от обычного вдохновения, его нельзя передать другому существу. \n\n### Потерянный рай \n\nПрежде чем Война Крови превратила Авернус в выжженную пустошь, он был приманкой, раем бесконечных наслаждений, созданным Асмодеем, чтобы заманивать и искушать смертных. Осколки этого рая всё ещё падают с небес Авернуса пылающими метеорами, а поверхность его испещрена руинами дворцов и идиллических садов, которые были поразительно прекрасны много лет назад. \n\nМимолётные напоминания о древнем рае могут являться персонажам таким образом:\n\n* Странствуя по Авернусу, персонажи видят фантасти ческий мираж: грандиозный дворец или сад-оазис. Он исчезает, когда к нему подойдут ближе чем на 100 футов. \n* Случайно выбранный персонаж слышит прекрас ную музыку или смех, чует аромат цветов или духов или ощущает нежное прикосновение. Ощущение как будто не имеет источника и исчезает через пару мгновений. \n* Персонажи находят реликвию, пережившую падение рая, вроде красивой вазы или рухнувшей статуи. Пер вый персонаж, коснувшийся реликвии, переживает мимолётный миг незамутнённой радости. \n\n### Место может быть где угодно \n\nГеография Девяти Преисподних капризна и изменчива. Один из главных плюсов этой планарной особенности в том, что вам не надо тщательно отслеживать, где места находятся относительно друг друга. \n\nХотя искажение пространства может пугать гостей плана, вам как мастеру оно даёт такие выгоды: \n\n* Вы можете сами решать, сколько времени у персона жей займёт переход с места на место. К примеру, пер сонажам придётся пройти 6 миль, чтобы попасть из форта Костяшек на холм Харумана, а обратно с холма Харумана в форт Костяшек — уже 60 миль. \n* Если персонажи куда-то спешат, из ниоткуда может появиться бес и за монету души или другой ценный предмет показать им короткий путь, позволяя вдвое сократить расстояние до цели. \n* Бродячий Базар (см. стр. 123) может появиться в Девяти Преисподних где угодно в любой момент. Если игроки не знают, куда дальше идти и что делать, или если вы хотите преподнести им сюрприз и развлечь забав ной возможностью для отыгрыша, пусть неподалёку появится Бродячий Базар, где бы он до этого ни был в прошлый раз. \n\n### Ваш личный стиль \n\nЕсть простые способы проработать приключение и сделать Авернус ещё более жутким местом для вашей группы искателей приключений. Возможно, вам подойдёт один из этих методов, чтобы улучшить впечатления игроков: \n\n* Узнайте, что пугает персонажей. В начале приклю чения попросите каждого игрока записать три вещи, которых боится их персонаж. Приберегите их, пока группа не достигнет Девяти Преисподних, а затем с их помощью дополните ужасы Авернуса. \n* Держите под рукой список изъянов, которые игроки вы брали при первоначальном создании персонажей, чтобы напоминать игрокам об этих изъянах, когда обстоятель ства бросают им вызов. К примеру, персонаж с проис хождением «народный герой» может иметь изъян: «Мне часто кажется, что меня пытаются обмануть». Пусть игрок борется с этим изъяном во время переговоров с дьяволами и прочими обитателями Авернуса"},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705525748956,"modifiedTime":1705951006673,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":200000,"name":"(ур.1-4) Глава 1. Повесть о двух городах","type":"text","_id":"2PJYyY0XY2LmfhdF","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Для персонажей 1-4-го уровней

Персонажи, насильно завербованные в Пламен ный Кулак, ищут и истребляют культистов Мёрт вой Троицы, угрожающих Вратам Балдура. Когда они узнают про козни семейства Вантампур, у них появится шанс столкнуться с Тейвиусом Кригом, виновником падения Эльтуреля. Затем они отпра вятся в Кэндлкип, чтобы открыть таинственную коробку с секретом и найти безопасный путь в Девять Преисподних.


Вpaтa Балдура были основаны как порт, в котором торговцы встречались с духосветами — наро дом с Побережья Мечей, зажигавшим огни, чтобы в туман привлекать суда к берегам. Когда же корабли садились на мель, духосветы разграбляли их обломки и доставляли награб ленное во Врата Балдура на северном берегу излучины реки Чионтар и продавали добычу. За долгие годы Врата Балдура выросли и пре вратились в город с крепостной стеной. В наши дни на его туманных улицах льётся кровь тех несчаст ных, кто пал жертвой жестоких авантюристов, многие из которых величают себя благородными, торговцами, пиратами или ассасинами. Армия наёмников под назва нием Пламенный Кулак поддерживает порядок в городе, а подчиняются они верховному герцогу Ульдеру Рейвенгарду. Бойцы Пламенного Кулака плевать хотели на пра восудие; им нужны лишь власть и монеты. Но, несмотря на жестокую репутацию Кулака, верховного герцога почитают как честного и разумного человека.

Город Эльтурель, столица Эльтургарда, стоит на той же реке Чионтар, выше по течению. Если у Врат Балдура заслуженная репутация змеиного гнезда, то Эльтурель считают светочем веры, порядка и высокой культуры. Два города давно и жестоко соперничают — всё началось с того, что во Вратах Балдура повадились забирать груз и деньги с кораблей, направлявшихся в Эльтурель и об ратно, подрывая его морскую торговлю. Хотя конфликты между Вратами Балдура и Эльтурелем никогда не дохо дили до военных действий, отношения между городами давно испорчены — пожалуй, даже слишком давно.

Падение Эльтуреля

Десятидневку назад верховный герцог Ульдер Рейвенгард покинул Врата Балдура с отрядом солдат Пламен ного Кулака. Он отправился с дипломатической миссией в Эльтурель, приняв официальное приглашение от выс шего наблюдателя Эльтуреля Тейвиуса Крига. Рейвенгард был не в восторге от этой идеи. Остальным членам Совета Четырёх, правящего Вратами Балдура, пришлось месяцами уговаривать его принять приглашение и по сетить Эльтурель, оставив Врата Балдура в их опытных руках. Герцогиня Таламра Вантампур была особо убе дительна, собрав множество прошений от благородных и вожаков простонародья.

Вскоре после приезда Рейвенгарда в Эльтурель город затянуло в Девять Преисподних и стёрло с карты мира. Учитывая расстояние между городами, неудивительно, что жители Врат Балдура не узнали о гибели Эльтуреля, пока беженцы из Эльтургарда не начали прибывать к ним толпами. Слухи об исчезновении Эльтуреля распространяются словно пожар, и во Вратах Балдура боятся, что им грозит та же судьба. Заодно паника охва тила бойцов Пламенного Кулака, который внезапно оказался без сильного лидера.

В отсутствие верховного герцога власть во Вратах Бал дура переходит троим оставшимся членам совета — Дил ларду Портиру, Белинн Стелмейн и Таламре Вантампур. Герцог Портир даже пошёл на то, чтобы отозвать свою племянницу Лиару Портир с поста командора Пла менного Кулака в форте Белуриан в Чалте, надеясь, что именно она сможет сохранить порядок среди наёмников. Однако её корабль ещё не прибыл. Тем временем беженцы из Эльтургарда продолжают прибывать, рассказывая, что от Эльтургарда не осталось ничего, кроме кратера в земле.

Среди покинувших Эльтургард есть несколько Всад ников Преисподней — паладинов, присягнувших защи щать Эльтурель. Они избежали гибели вместе с городом лишь потому, что не были там в момент падения. Пла менный Кулак старается арестовывать их на месте, чтобы они не устроили во Вратах Балдура беспорядки. Но Всад ники Преисподней так просто не сдаются, что ведёт к насилию и кровопролитию.

Зло во Вратах Балдура

Без управления Ульдера Рейвенгарда капитаны Пла менного Кулака жестоко навязывают свою власть под предлогом сохранения порядка. Они заперли городские ворота, чтобы не пускать во Врата Балдура «опасных» беженцев, и фактически сделали балдурцев пленни ками в собственном городе. Пока Пламенный Кулак занят проблемой беженцев, горожан ловят и убивают на улицах последователи Мёртвой Троицы — злых богов Бейна, Баала и Миркула. Поскольку Пламенный Кулак им больше не помеха, культисты обнаглели и теперь сво бодно ходят по городу. Их тайно финансирует и поддер живает герцогиня Таламра Вантампур.

Среди первых беженцев, прибывших во Врата Бал дура, был не кто иной, как Тейвиус Криг, виновник ги бели Эльтуреля. Герцогиня Вантампур спрятала Крига в подземелье под своей виллой, пока Вратам Балдура не придёт время разделить судьбу Эльтуреля. Как и Криг, семейство Вантампур давно в долгу перед Зариэлью, ар хидьяволицей Авернуса. Используя деньги, украденные приспешниками Зариэли на Авернусе из сокровищ ницы Тиамат, герцогиня Вантампур наняла культистов Мёртвой Троицы, чтобы те сеяли хаос. Тем временем её сыновья украли Щит Скрытого Владыки из гробницы под городом. С помощью этого магического щита гер цогиня Вантампур и Тейвиус Криг надеются привести Врата Балдура к погибели так же, как Спутник погубил Эльтурель. В щите заточёна сущность могущественного дьявола по имени Гаргот, само присутствие которого во Вратах Балдура пробуждает зло в сердцах горожан.

Чтобы спасти Врата Балдура, искателям приключений надо победить культистов Мёртвой Троицы, отследить, какой злодей их финансирует, забрать Щит Скрытого Владыки у герцогини Вантампур и разыскать великого герцога Ульдера Рейвенгарда в Девяти Преисподних.

Проведение этой главы

На диаграмме 1.1 представлены ключевые события этой главы по порядку. Искатели приключений начи нают как персонажи 1-го уровня, поднимаются до 2-го, если переживут сцену в @UUID[.2PJYyY0XY2LmfhdF#(ur.1)-taverna-«elьfijskaya-pesnь»]{таверне «Эльфийская песнь»} (стр. 16), и до з-го, когда захватят @UUID[.2PJYyY0XY2LmfhdF#(ur.2)-podzemelьe-myortvoj-troicy]{подземелье Мёртвой Троицы} (стр. 20). Трудности, которые они преодолеют в «@UUID[.2PJYyY0XY2LmfhdF#(ur.3)-«nizkij-fonarь»]{Низком фонаре}» (стр. 28) и на @UUID[.2PJYyY0XY2LmfhdF#(ur.3)-villa-vantampurov]{вилле Вантампуров} (стр. 32), достаточно велики, чтобы получить 4-й уровень. Исследовав @UUID[.2PJYyY0XY2LmfhdF#(ur.4)-podzemelьe-villy]{подземелье виллы} (стр. 37) и добыв ценные сведения в @UUID[.2PJYyY0XY2LmfhdF#doroga-do-kendlkipa]{Кэндлкипе }(стр. 45), персонажи достигнут 5-го уровня, прежде чем отправляться в Девять Преисподних в главе 2.

(ур.1) Ворота Василиска

Вскоре после прибытия к воротам Василиска персонажей вербует капитан Пламенного Кулака и велит им отыскать и перебить последователей Мёртвой Троицы, устроивших серию убийств.


Зачитайте или перескажите следующий текст, чтобы начать приключение.

Добро пожаловать во Врата Балдура—печально известное крысиное и змеиное гнездо, раскинувшееся на скалистых берегах над рекой Чионтар. С высоких насестов в Верхнем Городе местные благородные, которых называют патриарами, с плохо скрываемым презрением взирают на простонародье из мрачного Нижнего Города, окружающего туманную гавань. Врата Балдура провоняли кровью, преступлениями — и возможностями. Нетрудно понять, почему пираты и торговцы слетаются на этот запах, как мухи на мертвечину.

Если подняться выше по реке на восток, вы попадёте в Эльтурель—столицу священной страны Эльтургард. По крайней мере, так было всего несколько дней назад. Теперь же поток беженцев из Эльтуреля принёс ужасные вести: город пал. Все думают, что Врата Балдура на оче реди, но никто не знает, кто или что погубило Эльтурель.

Патриары платят армии наёмников под названием Пламенный Кулак, чтобы те защищали их интересы во Вратах Балдура, как и сам город. Пламенный Кулак обрёл ещё больше власти после того, как несколько лет назад их харизматичный вожак Ульдер Рейвенгард получил титул верховного герцога. Но теперь Рейвенгард пропал. В его отсутствие Пламенный Кулак запер городские ворота, чтобы пресечь бесконечный поток беженцев. Никого не впускают и не выпускают.

Всё это вы узнали вскоре после того, как вас принудительно завербовали в Пламенный Кулак, чтобы защищать город. Вам приказано поговорить с капитаном Зоджем у ворот Василиска. Они находятся в восточной стене города и названы так в честь многочисленных статуй, стоящих в нишах и на зубцах её бастионов. За запертыми створками ворот Василиска тянется грунтовая дорога, ведущая через трущобы Внешнего Города к мосту под названием Переправа Змия, а оттуда в далёкие края.

Десятки солдат Пламенного Кулака пытаются сдержать толпу разъярённых простолюдинов, желающих покинуть город. Вам предстоит найти капитана Зоджа, имея лишь примерное описание—высокий мужчина с длинными чёрными волосами и кожаной повязкой на глазу. Между солдатами и простолюдинами завязывается драка, и вы, наконец, замечаете одноглазого капитана, который врывается в самую её гущу, раздавая тумаки направо и налево. Обычный день в Городе Крови!

Приток беженцев из Эльтургарда и неясная судьба Ульдера Рейвенгарда заставляют капитана Дармина Зоджа (принципиальный злой человек, ветеран) проявить себя, чтобы доказать, что он достоин командовать в Пламенном Кулаке, — иначе какой-нибудь соперник обойдёт его в ближайшие дни. Зодж уже в курсе, что Лиару Портир, командора Пламенного Кулака в форте Белуриан в Чалте, отозвал во Врата Балдура её дядя, герцог Диллард Портир. Зодж надеется впечатлить командора Портир своим уме нием поддержать порядок во Вратах Балдура.

Хотя Зодж далёк от чести и приличий, он заботится о солдатах, которые служат под его началом. Разъярённые толпы бывают опасны, так что Зодж мигом обрушивается на заводил, чтобы гнев толпы поскорее сменился страхом. Во время заварушки, которую видят герои, никого не аре стовывают, но нескольких простолюдинов избивают и грабят после столкновения с Зоджем и его солдатами. Скажите игрокам, что их персонажей не удивляет по ведение Зоджа в этой ситуации. Капитаны Пламенного Кулака готовы на всё, если нужно поддержать порядок во Вратах Балдура, особенно в Нижнем Городе.

Всем известно, что лучший способ не иметь проблем с солдатами Пламенного Кулака — это подкупить их. Тем, кому хватит денег на взятку от 10 зм и больше (вместо обычной подати в 2 мм за проход), позволят пройти через ворота после недолгих споров.

Встреча с капитаном Зоджем

Капитан Зодж ожидает персонажей. Если они к нему не явятся, он сам со временем их разыщет. У Пламенного Кулака есть стукачи по всему городу, так что спрятаться от Зоджа непросто, если только персонажи не знают того, кто мог бы их укрыть. Зодж постоянно держит при себе шестерых солдат Пламенного Кулака (люди, @UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}). Их зовут Иссио, Минаква, Нелестри, Оливер, Солтус и Талкара.

В промежутках между набиванием морд и получением взяток капитан Зодж старается держаться как прямой и хладнокровный человек, который относится к другим с уважением и того же требует в ответ. Когда персонажи будут готовы его выслушать, зачитайте вслух следу ющий текст:

«Из-за этих беженцев, — говорит капитан Зодж, — ходят слухи, будто Вратам Балдура грозит то же, что Эльтурелю. А от него якобы осталась только дырка в земле. Наш верховный герцогУльдер Рейвенгард как раз поехал с визитом в Эльтурель, и тут городуничтожили. Совпадение? Не думаю.

В катастрофе уцелело несколько рыцарей Эльтургарда, так называемых Всадников Преисподней. Они почему-то полагают, что мы виноваты в гибели Эльтуреля. Ох уж эти лицемерные святоши! Мы задерживаем их, когда находим, но у нас из-за этого не хватает рук для другой проблемы. И в этом мне нужна ваша помощь».

Капитан Зодж не примет отказа. Пламенный Кулак имеет право призывать искателей приключений на службу в чрезвычайной ситуации. Он вправе казнить их на месте за отказ от сотрудничества, но ему больше по душе, если они согласятся. Каждому персонажу он даст медную бляху с гербом Пламенного Кулака. Эти бляхи дают персонажам право действовать от имени Зоджа.

Зачитайте следующий текст, когда персонажи готовы выслушать подробности:

«Врата Балдура давно страдают от культистов Мёртвой Троицы — ну, вы знаете, богов Бейна, Баала и Миркула. Я думал, мы с ними уже покончили, но, похоже, нет. Эти любители ужаса и смерти воспользовались тем, что у нас проблемы, и устроили серию убийств по всему городу. Как мои официальные помощники в этом деле, вы имеете право убивать этих гадов на месте. Разыщите их логово и зачистите его. Убивайте всех, кто встанету вас на пути, и не волнуйтесь о сопутствующем ущербе.

Если выполните моё задание, я прослежу, чтобы вам заплатили подвести золотых каждому. А ещё вы заслужите мою благодарность, которая стоит куда больше.

В паре кварталов отсюда есть таверна „Эльфийская песнь\". Там сидит шпионка Тарина, собирает слухи для Гильдии. Она мне кое-чем обязана, так что скажите, что работаете на меня. Расспросите её насчёт Мёртвой Троицы. И упаси вас Балдуран с ней ссориться! У Тарины серьёзные дружки».

Когда пройдёт десятидневка без известий о нападениях последователей Мёртвой Троицы, Зодж сдержит слово и добудет награду для персонажей. Перед выплатой он заберёт у них бляхи.

(ур.1) Таверна «Эльфийская песнь»

Персонажи допрашивают шпионку по имени Тарина. В обмен на их помощь она рассказывает, где скрываются последователи Мёртвой Троицы.


Персонажи могут посетить таверну «Эльфийская песнь», как хочет капитан Зодж, а могут отправиться куда угодно ещё. Их цель в таверне — выйти на связь со шпионкой Тариной и выяснить, что она знает о Мёрт вой Троице.

У Зоджа есть лазутчики, которые извещают его об успехах персонажей. Если персонажи не посетят таверну «Эльфийская песнь» в первые же сорок восемь часов после приказа, Зодж отправит отряд из шести @UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran} Пламенного Кулака и один огненный череп, чтобы те отвели персонажей в таверну или убили тех из них, кто откажется, а затем доложили ему. Если персо нажи перебьют отряд или сбегут от него, Зодж мобили зует ещё два отряда для охоты на них.

О таверне

Таверна отмечена на карте 1.1 (см. стр. 13), а на карте 1.2 изображён её внутренний план.

Время от времени таверну наполняет бестелесный голос эльфийки, поющей печальную песню, отсюда и название заведения. Баллада звучит не так громко, чтобы мешать разговорам, но большинство посетителей умолкает, когда звучит эльфийская песнь, и продолжает разговор по её окончании. Многие завсегдатаи ходят в таверну, именно чтобы послушать песнь. Тот, кто знает эльфийский, понимает, что песня сложена о безымян ном возлюбленном, которого поглотила морская пучина. Никто не знает, откуда взялся в таверне дух эльфийки, и невозможно предсказать, когда она запоёт вновь. Алан Алит, нынешний владелец таверны, — ней тральный полуэльф, простолюдин с ночным зрением на расстоянии до 60 футов. Недавно Алану исполнилось семьдесят пять лет, а этим заведением он управляет много десятилетий. Эльфийская кровь от матери-полуэльфийки подарила ему долгую жизнь, и он выглядит лучше, чем чистокровные люди в его возрасте. Другой источник его заработков — давать ссуды тем клиентам, которым доверяет. Он редко даёт в долг искателям при ключений, зная, насколько ненадёжны те бывают, но мо жет предложить им бесплатный стаканчик эльверквисстского вина, если решит, что так они придержат мечи в ножнах (см. врезку «Таверны во Вратах Балдура»).

Таверны во Вратах Балдура

Никто в здравом уме не бродит по улицам Врат Балдура и не заходит в местные таверны без оружия или вооружён ной охраны. Всякий, кто прожил в городе хоть десятидневку, знает это по опыту. На первый взгляд таверны кажутся безопасными, но на деле это одно из опаснейших мест во Вратах Балдура—тут полно выпивки, соблазнительных монет и беспринципного народа. Волотамп Геддарм, величайший хвастун, прославившийся обзорами таверн, описал свои впечатления во Вратах Балдура так: «Оставляют тяжесть в животе, особенно когда в него втыкают кинжал». Когда начинаются драки, посетителям надо постоять за себя самим, и не стоит ожидать сочувствия от Пламенного Кулака. Убийства в тавернах — обычное дело, и обычно всё кончается тем, что жертву вытаскивают наружу и бросают в переулке (где её сперва обчистят бродяги, а потом обглодают крысы) или даже в воду.

Кости Балдура. Это популярная игра в тавернах Врат Балдура. Каждому игроку требуются несколько шестигранных костей. Правила таковы:

  • Каждый игрок делает оговорённую ставку.
  • Каждый игрок кидает потри кости. Ход передаётся по часовой стрелке, хозяин стола ходит последним.
  • В свой ход игрок может выбрать «остановиться» или «докинуть». Если игрок останавливается, ход передаётся следующему. Если игрок докидывает, он берёт дополни тельную кость и кидает. Если сумма его бросков превы шает 21, игрок «выбит» из игры. Если нет, он может продолжать бросать дополнительные кости, пока не остановится или не будет выбит.
  • Когда все сделают свои ходы, тот, кто выбросил больше всего очков (не считая выбитых игроков), выигрывает и забирает все ставки.

Завсегдатаи таверны

Если персонажи придут в таверну «Эльфийская песнь» в поисках Тарины, знакомой капитана Зоджа, они най дут её наверху в зоне Э7, где она играет в карты. Среди десятков других посетителей они заметят пару крыс, шарящих в поисках еды, а также примечательных персо нажей, которые не играют роли в сюжете, но вы можете их задействовать при желании:

Если персонажам нужна помощь в поисках Тарины, её тут хорошо знают и подскажут, что она на втором этаже (см. «Общение с Тариной», стр. 18).

Зоны таверны

Эти места отмечены на карте 1.2.

Э1. Пивная

Алан Алит присматривает за баром, а двое юношей (люди, @UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}) Фальтен и Йимиур принимают заказы, разносят напитки и еду по столикам и перешу чиваются с клиентами. По бокам от входа стоят двое вышибал: @UUID[Compendium.sc-creatures.sc-creatures.Actor.wVSMpqpUY8LvfMxr]{Живой доспех/Animated Armor} по кличке Звяк и грубоватая женщина-@UUID[Compendium.sc-creatures.sc-creatures.Actor.yhzXimscie2BXKMl]{Полуогр/Half-Ogre} Скуна. Обоим поручено защищать коллег по таверне, а не посетителей, так что они не вмешиваются в драку, если в ней не участвует персонал.

Хорошо вооружённые клиенты (в основном @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner} и @UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}) толпятся вокруг столов в главном зале и отдельных кабинетах. У камина в восточной стене стоят три мягких кресла под скрипучей деревянной лестницей, ведущей на второй этаж. Как правило, на диванчике у се верной стены уже прикорнул какой-нибудь пьянчуга. Возле дивана стоит деревянный морской сундук, где хранятся настольные игры (доски для драконьих шахмат, потёртые колоды для «Ставки Трёх Драконов» и тому подобное).

Э2. Курильная комната

Хотя курение в таверне разрешено везде, именно здесь предпочитают собираться члены местного клуба куриль щиков — Дымоловы. Большинство членов клуба — мест ные рыбаки и ловцы крабов.

Э3. Отдельная трапезная

Она называется Комнатой Зелёного Дракона из-за головы молодого зелёного дракона, висящей на южной стене.

Э4. Ниша-чулан

Тут хранятся ящики с фруктами, бочонки с питьевой водой, сиропом и маслом.

Э5. Кладовая

В этом помещении сложены ящики с провизией и специями, а также тряпки для мытья, мётлы, сло манные стулья и инструменты для их починки.

Э6. Кухня

На Алана Алита работают три повара (@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}): шеф-повар — весёлая Ченна Толстокролик (крепкосердечный полурослик), вспыльчивый су-шеф — человек Азар Вальшим и кондитер — слепой человек Клав Мартильмур. Они работают с полудня до полуночи. Их коронные блюда — рыбные и крабовые пироги, густой сырно-картофельный суп и пудинг, политый сиропом и украшенный солёным миндалём.

Э7. Верхняя трапезная

В этой комнате без окон со стропил свисают горящие фонари. Деревянный пол покрывают ковры, приглу шающие шум от пьянчуг, которые собрались за двумя широкими столами, едят и играют в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура»),

За столом, ближайшим к лестнице, среди прочих сидит Тарина, персонаж, которого ищут наши герои (см. «Общение с Тариной» на стр. 18).

Э8. Отдельная трапезная

Она называется Комнатой Бурого Увальня из-за головы бурого увальня, висящей на восточной стене.

Э9. Роскошный номер для гостей

Эта комната в данный момент пустует, дверь в неё за перта. Помимо ключа, который дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны инструменты вора и успешная [[/check dexterity 10 format=long]].

Комната богато обставлена, в ней бархатные занаве ски, картины с изображениями кораблей в рамах, кро вать с балдахином, прикроватный столик, морской сун дук и платяной шкаф. Дверь на запад ведёт в отдельную трапезную.

Э10. Отдельная трапезная

На восточной стене в этой комнате возле комода висит голова ускользающего зверя, потому её и называют Комнатой Ускользающего Зверя.

Э11. Большая спальня для гостей

В этой комнате находится неожиданный госты @UUID[Compendium.sc-creatures.sc-creatures.Actor.zE44SdHz4y8W008U]{Жрица сахуагинов/Sahuagin Priestess} по имени Ошалла. Она одета в плащ из рыболовных сетей и говорит на всеобщем и сахваджинском. Её изгнали из глубин за попытку свергнуть тамошнего короля.

Ошалла держится уединённо, еду ей приносят сюда трижды в день. Дверь в её комнату заперта, ключ она но сит на шнурке на шее, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны ин струменты вора и успешная [[/check dexterity 10 format=long]].

Помимо кровати, столика и сундука, в комнате есть письменный стол, стул, несколько картин с подводными и прибрежными пейзажами, переносная ванна и книж ный шкаф длиной 10 футов и высотой 8 футов, где хранится коллекция безделушек Ошаллы, собранных в океане (раковины, обросшие ракушками черепа и тому подобное). Ошалла не позволяет работникам таверны убирать комнату и менять воду в ванне, так что тут довольно грязно.

Сокровища. Обыскав ящик письменного стола, пер сонажи обнаружат кошель из акульей кожи с [[/award 66gp 49sp]] — из этих денег Ошалла платит за еду и комнату. У южной стены стоит деревянный сундучок, где хранится алтарь Секолы, бога-акулы, которому поклоняются сахваджины. Внутри сундук украшен акульими зубами, в нём стоит 5-фунтовая коралловая статуэтка Секолы с глазами из красных жемчужин (стоит 250 зм как предмет искусства).

Э12. Простые спальни для гостей

Двери в эти две комнаты заперты. Помимо ключей, кото рые дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать один из замков, нужны инструменты вора и успешная [[/check dexterity 10 format=long]].

В каждой комнате есть удобная кровать, пустой деревянный сундук и занавеска на окне.

Э13. Спальня Алана

Алан держит при себе главный ключ, отпирающий дверь в его личную спальню. Чтобы взломать замок, нужны ин струменты вора и успешная [[/check dexterity 15 format=long]].

В комнате Алана есть кровать с узорной железной решёткой, сундук на ножках, прикроватный столик и платяной шкаф. На полу перед шкафом лежит @UUID[Compendium.sc-creatures.sc-creatures.Actor.NmrRYcS5MzDP6QIz]{Ковёр удушения/Rug of Smothering}, который атакует любого, кроме Алана, кто ступит на него или откроет сундук.

Сокровища. Внутри сундук разделён на три равных отделения, где хранятся соответственно 91 зм, 176 см и 288 мм. Из этих денег Алан платит работникам и за содержание таверны.

Общение с Тариной

Тарина (хаотичная злая, человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}) довольно легкомысленна. Она постоянно играет в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура», стр. 16) с местным сбродом за столом в зоне Э7. Эти дурачки и не догадываются, что она жульничает.

«Тарина», конечно, не настоящее её имя. Прежде чем осесть во Вратах Балдура, Тарина была пираткой, из вестной как Ронда Тандербелл (но это тоже не настоящее имя). Послужив капитану Муроско Сессприну на «Не воспитанном змее» несколько месяцев, она стащила добычу товарищей по команде и сбежала, прежде чем её хватились. Большую часть добычи Тарина растратила в последние годы, но у неё запасено ещё достаточно, чтобы не остаться голодной. Она в хороших отношениях с Девятипалой, предводительницей местной гильдии воров, которая иногда подкидывает ей работёнку.

Недавно Тарина прослышала, что бывшие товарищи-пираты узнали, что она во Вратах Балдура. Она согла сится помочь персонажам, если те остановятся в таверне «Эльфийская песнь» и при появлении пиратов прикончат их всех.

Убиваем время в таверне

Когда именно бывшие соратники Тарины появятся — решать вам, но дайте персонажам хоть немного свобод ного времени до их появления (описанного в разделе «С такими друзьями…», стр. 19). Посидев в таверне, пер сонажи могут услышать, как посетители обсуждают обстановку во Вратах Балдура и слухи из Эльтуреля:

Эльфийская песнь

В какой-то момент до прибытия бывших пособников Тарины таверну наполнит печальная песнь духа эльфийки, обитающего в ней. Однако на сей раз дух споёт не о пропавшем возлюбленном, а об Эльтуреле. Это всех удивит, особенно Алана Алита, который никогда не слышал, чтобы дух менял песню. Персонажи, понимающие эльфийский язык, смогут перевести текст:

О, спой мне песнь об Эльтуреле,

О его реках и лесах,

О скалах, озарённых солнцем,

И зеленеющих полях.

То край, где неизменна радость.

То край, что славою покрыт.

Обитель сильных и отважных —

Никто его не покорит.

О, спой мне песнь об Эльтуреле,

Когда у врат его беда,

Когда поля его копытом

Сминает дьяволов орда.

Скачи, о Всадник Преисподней!

Пускай геройские клинки

Сразят бесовское отродье,

Рассеют адские полки.

О, спой мне песнь об Эльтуреле,

И самой долгой из ночей.

Спокойно спи: хранит нас Спутник

До первых солнечных лучей.

Мы связаны великой клятвой —

Лишь смерть порвать заставит с ней,

И будем петь об Эльтуреле

Вовеки, до последних дней.

Любой персонаж, бывавший в Эльтуреле или успешно прошедший [[/check history 15 format=long]], поймёт, что упомянутый «Спутник» — это искусственное солнце, висящее над Эльтурелем, защищая город и его окрестности от нежити.

Услышав песню, персонажи могут расспросить Алана о ней, поскольку он понимает и эльфийский, и всеобщий. Однако он так потрясён изменением текста, что запомнит только часть из него. Дух споёт песню ещё раз, но только если его об этом попросит эльф или полуэльф, успешно пройдя [[/check persuasion 20 format=long]].

Особенно Алану запомнится упоминание Всадников. Персонажи могут вспомнить, что капитан Зодж и прочие жители Врат Балдура называли рыцарей Эльтуреля Всад никами Преисподней. Любой персонаж, бывавший в Эль туреле или успешно прошедший [[/check history 20 format=long]], вспомнит, что Всадники Преисподней зовутся так, потому что давным-давно спустились верхом в Девять Преисподних, чтобы сразиться с дьяволами. Большинство из них не вернулось. Возможно, кто-нибудь из завсегдатаев таверны знает об этой истории.

С такими друзьями...

Терпение тех персонажей, кто останется подкара уливать пиратов для Тарины, будет вознаграждено. Зачитайте следующий текст, когда придёт время появиться пиратам:

В таверну ввалилось восемь людей-оборванцев. Их вожак— здоровенный мужик с бельмом на правом глазу, он крово жадно ухмыляется и держится с типично пиратским нахальством. Остальные—грубая и невоспитанная банда, которая ведёт себя так, будто им всё здесь принадлежит.

«Мы старую подругу ищем, — говорит одноглазый, принюхиваясь. — Мне сказали, её тут знают как Тарину. Любит жульничать в кости».

Капитан Муроско Сессприн был убит полгода назад в ре зультате бунта, и командование судном «Невоспитанный змей» перешло к предавшему его первому помощнику, жуликоватому Лекарду Кадаврусу по кличке Мёртвый Глаз. Мёртвый Глаз — нейтральный злой @UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{Бандитский атаман/Bandit Captain}, прозвище он получил за бельмо на правом глазу. Он ненавидит мыться, а изо рта его пахнет гнилой рыбой. Его сопровождает шайка из семи @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit} с таким же злобным нравом.

Мёртвый Глаз предложит большую кружку эля тому, кто подскажет, где найти Тарину, и многие завсегдатаи та верны с радостью примут предложение. Персонажи могут помешать пиратам, если пожелают, но Мёртвый Глаз не по зволит героям встать на пути его мести. Двое пиратов при смотрят за выходом, чтобы Тарина не сбежала, а остальные нападут на любого, кто помешает Мёртвому Глазу.

Мёртвый Глаз сразу попытается убить Тарину. Ни Алан, ни вышибалы не будут вмешиваться в бой, если только драка не заденет кого-то из персонала. Прочие завсегдатаи тоже будут держаться подальше от схватки, но персонажи могут в качестве действия подкупить одного дружественного или безразличного персонажа мастера, чтобы тот помог им. Нужно пройти [[/check persuasion 15 format=long]] — или [[/check deception 15 format=long]], если платить вы не собираетесь. При успехе персонаж мастера примет предложение, сделает бросок ини циативы, вступит в бой в свой следующий ход и будет драться на стороне персонажей, пока бой не кончится. Проверка проходит с преимуществом, если обещанная плата ю зм или выше. Мёртвый Глаз может использо вать ту же тактику и привлечь завсегдатаев на свою сто рону монетами.

Персонажи могут попробовать подкупить Мёртвого Глаза, чтобы тот отказался от мести и ушёл из таверны «Эльфийская песнь», но он потребует 5000 зм монетами или товарами за беспокойство. Если персонажи заявят, что монеты или товары у них в другом месте, он рас смеётся и скажет, что ни на грош им не верит. Он слишком недоверчив, чтобы обмануть его таким простым трюком, и ни за что не поверит, что кто-то так высоко ценит жизнь Тарины.

Сокровища

За пазухой Мёртвого Глаза кошель с 32 зм и 15 см. Он также носит два золотых ожерелья (по 25 зм каждое) и почернев шее золотое кольцо с жемчужиной (125 зм). У остальных пиратов кошельки, в каждом из которых по [[/r 1d6]] см.

Судно Мёртвого Глаза, «Невоспитанный змей», пришвартовано в конце причала в восточной части га вани. Его охраняет одиннадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}, а на борту нет сокровищ. Если персонажи разделаются со всеми пиратами, они могут захватить судно, однако для управ ления им требуется команда минимум из двадцати мо ряков, из которых хотя бы половина должна быть умелой в обращении с водным транспортом.

У «Невоспитанного змея» параметры парусника (см. главу 5 Dungeon Master's Guide [«Руководства мастера подземелий»]). Если вам нужна схема палубы, используйте карту корабля из приложения В той же книги. Хотя корабль в хорошем состоянии стоит 10 ооо зм, никто во Вратах Балдура не захочет его покупать из-за его дурной репутации.

Что знает Тарина

Как только с её бывшими дружками-пиратами раз делаются, Тарина поделится с персонажами такими сведениями:

«В нескольких кварталах к северо-западу отсюда есть общественная баня с огороженным садом, там ещё весёлые нимфы вырезаны на воротах. Так вот, видели, как последователи Мёртвой Троицы входили в баню и выходили оттуда. Говорят, там потайная дверь, ведущая в подземелье. Там эти убийцы и прячутся».

Если Тарину убьют, персонажи могут доставить её тело капитану Зоджу. Он договорится со священником, и тот сотворит на тело заклинание @UUID[Compendium.sc-spells.sc spells.Item.b5wvWFBKVHec9f8o]{Разговор с мёртвыми/Speak with Dead}. Покойница расскажет всё, что знала, а Зодж передаст эти све дения персонажам. Получив сведения от Тарины или её тела, персонажи могут направиться в бани и найти скрытое под ними подземелье. Персонажи должны достичь 2-го уровня, прежде чем продолжать приключение. Когда персонажи отправятся в бани, переходите к разделу «Подземелье Мёртвой Троицы».

(ур.2) Подземелье Мёртвой Троицы

Герои находят в подземелье последователей Мёртвой Троицы и одного из сыновей герцогини Вантампур, а потом внезапно натыкаются на культистов Тиамат.


Прежде чем проводить эту часть приключения, прочтите сведения о Мёртвой Троице в приложении Г. Параметры последователей Мёртвой Троицы тоже даны там.

Подземелье Мёртвой Троицы скрыто под банями, которыми тайно владеет и управляет семейство Вантампур. Один член семьи, Мортлок Вантампур, как раз сейчас в подземелье и помогает координировать атаки культистов Мёртвой Троицы по всему городу. Эти атаки должны доказать жителям Врат Балдура, что Пламенный Кулак не может их защитить.

Прибытие в бани

Когда персонажи прибудут к баням, зачитайте следующий текст:

Бани — это одноэтажное оштукатуренное здание с мозаичными окнами и глиняной черепицей. Забор высотой десять футов окружает просторный двор с юговосточного угла здания. Закрытые деревянные двери, ведущие во двор, украшены изображениями весёлых нимф, которые пляшут и играют в воде.

Бани славятся одним из лучших водопроводов в городе и с виду не вызывают никаких подозрений. Двери, ведущие во двор (зону П1), не заперты и не охраняются. Бани закры ваются в полночь и открываются с рассветом, а горожане то и дело входят и выходят из них весь день и вечер.

Зоны бань

Эти места отмечены на карте 1.3.

П1. Двор

Опишите это место игрокам так:

В Г-образном дворе тщательно подстрижены газон и кусты. Двор украшен белыми мраморными скамьями и каменными фонтанами. Каждый фонтан сделан в виде улыбающейся нимфы, льющей воду из кувшина в круглую каменную купель.

Невидимый @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp} притаился на юго-восточном фонтане. Если ему покажется, что персонажи пришли сюда соз давать проблемы, бес незаметно проследит за ними до входа в здание, а затем улетит на виллу Вантампуров в Верхнем Городе, чтобы предупредить Тёрствелла Вантампура, старшего сына герцогини Таламры Вантампур. Тёрствелл велит бесу вернуться на свой пост, но ничего делать не станет — он втайне надеется, что герои разделаются с его братом Мортлоком.

П2. Баня

С рассвета до полуночи здесь обычно есть [[/r 1d6]] моющихся людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}. С полуночи до рассвета трое человеческих женщин, @UUID[Compendium.sc-creatures.sc-creatures.Actor.gBIadkXO03dvpdNC]{Ночной клинок/Night Blade} (параметры см. на стр. 237), стоят на страже у бассейнов и атакуют любых непрошеных гостей. Если тут завяжется бой, @Compendium[sc-creatures.sc-creatures.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul} из зоны П4 придёт на помощь часовым во втором раунде боя. Опишите это место игрокам так:

Этот зал украшен колоннами высотой двадцать футов и фресками с изображением купающихся аристократов. Естественный свет струится через мозаичные окна, создавая цветные узоры на плитках пола из полированного синего мрамора. В трёх неглубоких бассейнах в полу плещет вода, пахнущая духами, каждый из них снабжён парой латунных кранов. У бассейнов стоят белые мраморные скамьи, на которых сложены сухие полотенца.

Краны подают горячую и холодную воду из труб, про ложенных под полом. Тугая каменная пробка на дне каждого бассейна затыкает слив. Множество мелких отверстий для стока, расположенных по верху каждого бассейна, не дают им переполняться.

П3. Южная массажная

В этом помещении стоит массажный стол, накрытый чистыми полотенцами. Склянки с духами хранятся под столом — их используют для ароматизации бассейнов в зоне П2. Комната освещена естественным светом через мозаичное окно в южной стене.

В часы, когда бани открыты, тут работает андрогинный человек-массажист (нейтральный добрый @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин) по имени Джабаз. Он знает, что банями владеет герцогиня Таламра Вантампур, а управляет ими её жестокий сын Мортлок.

Мортлок строго приказал Джабазу не задерживаться в банях после закрытия. Джабаз подозревает, что Мортлок проворачивает тут какие-то тёмные делишки, а за ведение использует как прикрытие, держа их в тайне от герцогини. Джабаз знает, где потайная дверь в зоне П4, но не расскажет об этом, опасаясь мести Мортлока. Джабаз понятия не имеет, что находится за потайной дверью.

П4. Северная массажная

С полуночи до рассвета эту комнату охраняет мужчина-человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}некромайт Миркула (параметры см. на стр. 238), если только он не ушёл в зону П2 на звуки боя. Когда бани открыты, тут работает человек-массажистка (нейтральная добрая, @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин) по имени Курмиля. Она знает всё то же, что и Джабаз в зоне П3, и ведёт себя схоже.

Комната обставлена аналогично зоне Пз, но также здесь есть потайная дверь в северной стене. Обыскав северную стену и успешно пройдя [[/check perception 10 format=long]], персонаж найдёт потайную дверь, которая открывается от себя. Тот, кто её откроет, ощутит идущий из-за неё гнилостный запах канализации. Лестница за дверью ведёт на 20 футов вниз в зону П5, у неё гладкие каменные ступени и кирпичные стены. Два тле ющих факела в стенных держателях освещают лестницу, но подземелье внизу погружено во тьму.

П5. Добро пожаловать в подземелье

Герцогиня Вантампур обнаружила это древнее подземе лье, когда разбиралась с водоснабжением и канализацией города. Чтобы скрыть находку, она построила тут бани. Помещение у подножия лестницы пусто, не освещено и залито зловонной водой глубиной 2 фута (подробнее см. \"Особенности подземелья\").

Особенности подземелья. У подземелья Мёртвой Троицы такие особенности:

П6. Вздутый труп

Посреди полузатопленной комнаты лицом вниз в воде плавает раздутый труп полураздетого мужчины-чело века с ножевыми ранами в спине. При жизни это был культист Баала по имени Хискааль. Его убили това рищи по культу за то, что он упустил жертву во время недавнего налёта на город. Любой персонаж, осмотрев труп и успешно пройдя [[/check medicine 10 format=long]], поймёт, что мужчину убили два дня назад.

П7. Алтарь Баала

Опишите это место игрокам так:

Три деревянные балки подпирают потолок этой полузатопленной комнаты. В северо-восточном её углу стоит каменный алтарь, с которого свисают кишки. На стене над алтарём висит стальная маска в форме человеческого черепа размером в три фута.

Маска символизирует лик Баала, ничего магического в ней нет. Внутренности гуманоида оставили на алтаре как жертву богу убийств. Если вылить на них пузырёк святой воды, они растают, а алтарь задымится.

П8. Плесневелый гобелен

На задней стене этой сухой ниши висит гобелен ши риной 5 футов и высотой 7 футов. На нём изображена жуткая сцена: четыре безликие фигуры рвут на части пятую, а та кричит. Изучив гобелен, но не прикасаясь к нему, персонажи заметят, что по краям его растёт жёлтая плесень. И действительно, 5-футовый квадрат @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.tFJgX3iUC1qipbIp]{жёлтой плесени} (см. главу 5 Dungeon Master’s Guide (\"Руководства мастера подземелий\"]) находится с обратной стороны го белена и выпустит смертоносные споры, если гобелен потревожат.

П9. Двери Мёртвой Троицы

Эта комната пуста, зато неплохо украшена. На каждой из трёх дверей вырезано изображение одного из Мёрт вой Троицы в полный рост. Персонаж узнает все изо бражения, успешно пройдя [[/check religion 10 format=long]].

Восточная дверь. На этой двери вырезан Бейн, принци пиальный злой бог тирании. Он изображён как высокий мужчина в доспехах с закрытым шлемом. Его правая лат ная рукавица выкрашена чёрным и сжимает кандалы.

Северная дверь. На этой двери вырезан Баал, нейтраль ный злой бог убийств. Он изображён как крепко сложённый громила с черепом вместо головы и с длинными изогнутыми клинками вместо кистей рук.

Южная дверь. На этой двери вырезан Миркул, ней тральный злой Владыка Костей. Он изображён как фигура в плаще, чьё лицо скрывает капюшон. В костяной руке он сжимает кричащий череп человека.

П10. Комната некромайтов

Отсюда существа следят за зоной П9 через трещину в двери. Заметив приближение персонажей, некромайты устроят засаду. Зачитайте следующий текст, чтобы описать комнату игрокам:

Комната почти пуста, лишь на полу лежат бледные тела трёх людей в грязных чёрных мантиях, сложенные в форме треугольника. Между ними лежит зажжённый факел. Вытесанная в камне лестница на западе ведёт вниз, ещё в одну комнату, освещённую факелами.

Трое @UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul} (параметры см. на стр. 238) лишь притворяются мёртвыми. Свои цепы с бойками в форме черепов они прячут под мантиями. Понаблюдав за телами и успешно пройдя [[/check insight 10 format=long]], персонаж поймёт, что они живы.

Некромайты вскочат на ноги и атакуют, едва любой персонаж войдёт в комнату или если их самих атакуют. Они дерутся насмерть, защищая сокровища в зоне П11.

П11. Полуобвалившийся склеп

Это помещение частично обвалилось. В центре стоит каменный саркофаг, который вскрыли и разграбили давным-давно.

Сокровища. Некромайты из зоны Пю прячут три книги заклинаний в прахе и костях гуманоидов в саркофаге. Эти книги они забрали у своих жертв.

Первая книга заклинаний переплетена красной кожей, в ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{изменение облика}, @UUID[Compendium.sc-spells.sc spells.Item.1GF16PsZcVxnOT9C]{луч болезни}, @UUID[Compendium.sc-spells.sc spells.Item.09Ge3AvzNUH2UzCF]{немой образ}, @UUID[Compendium.sc-spells.sc spells.Item.HDTUGDH4Z8CC6sxd]{облако тумана}, @UUID[Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub]{обнаружение магии}, @UUID[Compendium.sc-spells.sc spells.Item.6kZoiWTSqWB55ntW]{пылающие руки}.

Вторая книга заклинаний украшена личной руной прежнего владельца, выжженной на буром переплёте. В ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.oGneqByjFHOxjlop]{волшебная стрела}, @UUID[Compendium.sc-spells.sc spells.Item.k9fVZUzVHBaPZmKV]{опознание}, @UUID[Compendium.sc-spells.sc spells.Item.mBJqjh6CYGvk6tjb]{приворот гуманоида}, @UUID[Compendium.sc-spells.sc spells.Item.3HYAtfyGWvQakT28]{призыв фамильяра}, @UUID[Compendium.sc-spells.sc spells.Item.eWG3ieKFnqemQmo4]{сон}.

Третья книга заклинаний переплетена в кожу чёрной рептилии. В ней содержатся заклинания @UUID[Compendium.sc-spells.sc spells.Item.adhCm8JcunEhu2Jx]{безудержный смех Таши}, @UUID[Compendium.sc-spells.sc spells.Item.oGneqByjFHOxjlop]{волшебная стрела}, @UUID[Compendium.sc-spells.sc spells.Item.CFXY9BXZponD4lZl]{магический доспех}, @UUID[Compendium.sc-spells.sc spells.Item.WIZ9FCWR1iTHdYtA]{ночное зрение}, @UUID[Compendium.sc-spells.sc spells.Item.D9MUEfxE2DvtrzA9]{облако кинжалов}, @UUID[Compendium.sc-spells.sc spells.Item.BJIE46FnZFMnD9Ub]{обнаружение магии}, @UUID[Compendium.sc-spells.sc spells.Item.glZEXK7ZRSVhpR96]{плавное падение}.

П12. Алтарь Бейна

Если персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут начеку. Опишите игрокам помещение так:

Восточная часть комнаты не освещена и подтоплена, потолок подпирают деревянные балки. Вытесанные в камне ступени выходят из мутной воды и ведут в западную часть комнаты — там сухо и горят два факела на держателях по бокам от каменного алтаря. Кетене за алтарём прикован истощённый мужчина в набедренной повязке, на голову ему надет мешок. В нише в северной стене стоит латный доспех без шлема.

Перед алтарём видны две мрачные фигуры: крепко сложённая женщина с булавой в руках и ещё более крупный мужчина в глухом шлеме. Мужчина тычет пленника копьём, заставляя того извиваться. Обе фигуры в кольчугах, а женщина ещё и носит деревянный щит, на котором нарисован ухмыляющийся череп.

Двое вооружённых людей — Каззира (женщина, @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна, параметры см. на стр. 236) и Йигнат (мужчина, @UUID[Compendium.sc-creatures.sc-creatures.Actor.MGVIgXl2dDk0PR82]{Железный консул/Iron Consul}железный консул, параметры см. на стр. 236). Йигнат пытает пленника для развлечения, а Каззира наблюдает за этим. Оба атакуют нарушителей, но постараются не покидать сухой части комнаты. Череп на щите Каззиры нарисован свежей кровью. С пояса Йигната свисает железное кольцо с семью ключами — один отпирает кандалы над алтарём, ещё два — кандалы в зоне П22, остальные от сундуков в зоне П30.

Пленник, висящий на западной стене, — Клим Джассо, захваченный в Нижнем Городе два дня назад, при этом его телохранителя убили. Клим — нейтральный злой человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{Благородный/Noble}благородный, у него остался 1ПЗ. Оружия и брони у него нет (КБ 10). Он говорит на все общем и эльфийском, но ничего полезного не знает. Клим посулит, что его семья щедро заплатит, если его доставят целым и невредимым в их особняк в Верхнем Городе, — но он лжёт. Его мать умерла, его отец-патриар болен, а трое младших братьев и сестёр жаждут заполу чить наследство, которое на троих делится лучше, чем на четверых. Торговая компания, долей в которой владеет семейство, на грани разорения, и никакую серьёзную награду или выкуп они не потянут.

У кандалов Клима КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Сам доспех безобиден, его части намертво скреплены вместе, но рукавицы у него съёмные. Обе рукавицы — это живые предметы, параметры которых не отличаются от @UUID[Compendium.sc-creatures.sc-creatures.Actor.ybboIqfEaLMNi1hP]{Летающий меч/Flying Sword}, только они наносят дробящий урон вместо режущего. Рукавицы отделятся от доспеха и атакуют любого, кто их потревожит или выпустит пленника из кандалов.

П13. Морг

Если персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут на чеку. Опишите игрокам помещение так:

Потолок в этой полуобвалившейся комнате поддерживают три деревянные балки. Между балками на обгорелом деревянном столе лежит труп человека. До ужаса тощая женщина в чёрной мантии изучает труп, её лицо почти скрыто капюшоном. У её ног роится стая крысиных скелетиков.

Некромант, что возится с трупом, — это Фленнис (женщина, человек, @UUID[Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF]{Мастер душ/Master of Souls}мастер душ, параметры см. на стр. 238), она самый высокопоставленный последователь Миркула в этом подземелье. Для скелетов крыс, служащих Фленнис, используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.wLTVCJHiMuRlRPNs]{Стая крыс/Swarm of Rats}стаи крыс из Monster Manual (\"Энциклопедии чудовищ\"), только считайте их нежитью вместо животных. Стаю может изгнать любой персонаж с особенностью Изгнание нежити, а вот заклинания, действующие на животных, на них не сработают.

Фленнис собирается сделать из трупа на столе зомби, но заклинание оживление мертвецов занимает 1 минуту, так что ей придётся сперва разделаться с персонажами. Её ске летики крыс атакуют ближайшего врага, а сама она будет творить заклинания, используя стол в качестве укрытия.

Сокровища. Помимо мантии и цепа, у Фленнис есть пыльная книга заклинаний, где записаны все её под готовленные заклинания. Книга переплетена чёрной кожей, на ней маленький замочек в форме черепа. Ключ от замка вплетён в волосы Фленнис. Персонаж может также взломать замок, успешно пройдя [[/check dexterity 10 format=long]] с использованием инструментов вора.

В первый раз, когда любое существо, кроме Фленнис, откроет книгу, с её страниц поднимется чёрный дымок и сложится в череп, который будет безумно хохотать не сколько секунд, а затем исчезнет. Существо, держащее книгу в момент его появления, должно пройти [[/save con 14 format=long]], при провале оно будет проклято на 24 часа. В это время у существа будет уязвимость к не кротическому урону. Заклинание снятие проклятия или подобная магия прекращает проклятие для существа.

П14. Голодная крыса

В этой комнате шныряет обычная @UUID[Compendium.sc-creatures.sc-creatures.Actor.Puehzkf0mnkxO4C0]{Крыса/Rat}крыса в поискахобъед ков. Если персонажи поговорят с ней, применив заклинание @UUID[Compendium.sc-spells.sc spells.Item.gxiqbFdMQAGCRPkU]{Разговор с животными/Speak with Animals} или подобную магию, она может поделиться сведениями о подземелье. Она будет расположена к персонажам, которые дадут ей еды.

Знания крысы ограничены местами, где она бывала, — зонами с П5 по П26. Она не знает, где находятся потайные двери, так что понятия не имеет о зонах с П27 по П33, скрытых за потайной дверью в зоне П23.

П15. Затопленная комната

Ведущие в эту комнату затопленные и заваленные обломками тоннели местами сужаются до 2.5 футов. Четыре деревянные балки, торчащие из грязной воды, подпирают здесь потолок. Среди обломков в северо-западном углу нет ничего интересного.

П16. Затопленный склеп

В центре этого склепа из мутной зловонной воды под нимается открытый каменный саркофаг. Его каменная крышка разбита натрое и лежит под водой к северу от него. Заклинание обнаружение магии покажет ауру магии эвокации вокруг саркофага. Подняв фрагменты крышки из воды, персонажи увидят, что на ней было вырезано изображение кричащего варвара с топором.

От сырости кости в саркофаге истлели, прекратившись в чёрный ил.

Ловушка. Если потревожить содержимое саркофага, над ним появится призрачный боевой топор. Он создан магией, подобной заклинанию призрачное оружие, и для рассеивания считается эффектом заклинания 2-го круга. Призрачный топор нельзя повредить, он не может по кинуть комнату и атакует только существ, действуя при значении инициативы 20. В каждый свой ход он переме щается на 10 или менее футов и совершает атаку закли нанием в ближнем бою (+5 к броску) по цели в пределах 5 футов, нанося [[/damage 1d8+2 force]] при попадании. Эффект прекращается, когда в комнате больше не оста ётся существ, а ловушка перезаряжается через 24 часа.

П17. Алтарь Миркула

Зачитайте или перескажите игрокам следующий текст, когда их персонажи впервые войдут в комнату:

В этой сухой полуобвалившейся комнате стоит каменный алтарь, вокруг него свалены черепа и кости гуманоидов. Вершину алтаря покрывают полусгоревшие свечи из чёрного воска, они не зажжены. Если зажечь хоть одну из чёрных свеч на алтаре, она испустит зелёный свет и высветит чёрную надпись на стене. Надпись, которую иначе не видно, гласит на все общем: \"Встаньте в строй!\"

Если эти слова произнести вслух в пределах 5 футов от алтаря, надпись исчезнет, а кости, лежащие под обломками в северном конце комнаты, восстанут и соберутся в три оживших человеческих @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}. Эти скелеты — злая нежить, но они подчиняются приказам того, кто произнёс поднявшие их слова, и служат ему, пока их не уничтожат или хозяина не убьют.

П18. Скопление газа

Потолок в этом подтопленном зале поддерживает мно жество деревянных балок. В воздухе пахнет тухлыми яй цами, и этот запах ощущается даже за пределами зала. Подходя к этой зоне, любой персонаж может пройти [[/check survival 10 format=long]] и при успехе поймёт, что это запах огнеопасного газа, скопившегося в зале. Газ рассеивается, не доходя до других зон подземелья. Культисты Мёртвой Троицы гасят факелы, когда проходят через эту зону.

Если внести зажжённый факел или любое другое открытое пламя в этот зал, произойдёт взрыв. Суще ства, полностью погружённые в воду, не получат урона, остальным же в помещении нужно пройти испытание Ловкости со СЛ15, при провале они получат [[/damage 4d6 fire average=true]], при успехе — половину этого урона. Все деревянные балки, поддерживающие потолок, сломаются при взрыве, отчего потолок может рухнуть (см. \"Особенно сти подземелья\" в зоне П5). Взрыв также выжжет весь газ, который снова накопится и станет опасным только через 24 часа.

П19. Полуобвалившийся склеп

Большая часть помещения обвалилась, и обломки практически погребли каменный саркофаг, который давным-давно разграблен. Тут не осталось ничего интересного.

П20. Полуразграбленный склеп

У задней стены этого пыльного склепа стоит открытый саркофаг, его тяжёлая каменная крышка валяется на боку между саркофагом и южной стеной. На северной стороне саркофага потускневшая фреска изображает, как всадники с копьями скачут по золотым полям.

Сокровища. Поверхностный осмотр саркофага ничего не даст — в нём только прах и пара человеческих костей. Но персонаж, который тщательно его обыщет, обнару жит, что у саркофага двойное дно из дюймового слоя гипса. Если пробить гипс, откроется углубление, в ко тором человеческая мумия плавает в неглубокой луже красного раствора. Два лунных камня (по 50 зм каждый) вставлены в глазницы мумии, а сумка бобов вставлена вместо её сердца. Чтобы обнаружить сумку, персонажи должны целенаправленно вскрыть грудь мумии. Сама мумия неживая и не возражает против грабежа.

П21. Склеп зомби

Прислушавшись у двери в эту комнату, персонажи расслышат сдавленные стоны гуманоидов. Опишите игрокам эту зону так:

Шестеро стонущих людей бродят по этому пыльному склепу, их плоть гниёт, от них пахнет могилой. У задней стены стоит открытый каменный саркофаг, его расколотая на куски крышка валяется вокруг него на полу.

Ходячие трупы — это шесть @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби/Zombie}зомби, которые созданы Фленнис (см. зону П13) из останков жертв, убитых культистами Мёртвой Троицы. Зомби подчиняются только создательнице и атакуют всех остальных, даже других культистов. На северной стенке саркофага вырезаны жуткие изо бражения людей-каннибалов. Саркофаг разграбили дав ным-давно, и поиски внутри него позволят найти лишь человеческий череп без нижней челюсти и пару обломков костей.

П22. Пыточная

Тут последователи Бейна пытают и допрашивают плен ников. Опишите это помещение игрокам так:

Стены и пол покрыты потёками и брызгами засохшей крови. На восточной и южной стенах подвешены два прикованных тела: пожилой мужчина-человек и девушкатифлинг. Оба покрыты кровоточащими ранами и не дви гаются. Посреди комнаты стоит прочный деревянный стул, на котором висит окровавленный кнут. Рядом на полу стоит полупустое ведёрко с солью.

Последователи Бейна втирают соль в раны пленников, чтобы усилить их мучения. У железного консула Йигната (см. зону П12) есть ключи от кандалов, у которых КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Персонаж, у которого есть инструменты вора, также может взломать кандалы, успешно пройдя [[/check dexterity 15 format=long]].

Мужчина мёртв. Его звали Эффинакс Зальбор, он водил караваны для патриарской семьи Джассо, владеющей до лей в торговой компании в Западных Землях (см. зону П12).

У женщины-тифлинга 0 ПЗ, она без сознания, но стабилизирована. Это Вендетта Кресс, она нейтральная, @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}, говорит на всеобщем и дьявольском. У неё устойчивость к урону огнём и ночное зрение на рассто янии до 6о футов. Вендетта продавала вино и крепкие напитки, работая на патриарскую семью Оатун из Врат Балдура. На неё напали в Нижнем Городе, лишили со знания и затащили сюда, чтобы помучить. Надопросе она выдала захватчикам сведения об Оатунах и их ох ране. Она также видела допрос и смерть Эффинакса, из которого выбивали сведения о семействе Джассо.

Если Вендетту освободить, она останется с персона жами, пока не представится случай сбежать. Но перед этим она поделится со спасителями некоторыми све дениями. Во время плена она иногда слышала скрежет открытия и закрытия тяжёлой каменной двери, а также плеск шагов по воде. Звуки доносились с севера. Эти све дения подскажут персонажам поискать потайную дверь в этом направлении (см. зону П23).

Если Вендетта переживёт приключения в подземелье, она расскажет о невероятном спасении множеству зна комых во Вратах Балдура, в том числе почти каждому городскому трактирщику.

П23. Потайная дверь и часовой

В северной стене этого затопленного тоннеля есть потайная дверь, которая открывается в зону П27 В воде к югу от потайной двери стоит мужчина с факелом — @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна (параметры см. на стр. 236), который следит за за падной лестницей. В первый свой ход после того, как он заметит персонажей, часовой отступит к зоне П25 и будет стучать по двери, чтобы разбудить других культистов, и кричать изо всех сил: \"Чужаки!\", чтобы предупредить обитательницу зоны П26.

П24. Приют Миркула

Этот разграбленный склеп последователи Миркула ис пользуют как место отдыха. Опишите его игрокам так:

Этот склеп освещают четы ре потрескивающих факела в держателях на стенах. Середину склепа занимает открытый каменный саркофаг. На нём нет никакихукрашений и над писей, но он полон черепов и костей гуманоидов. На полу вокруг саркофагалежат шесть пыльных спальных мешков.

Последователи Миркула набили саркофаг черепами и костями, собранными по всему подземелью, соорудив из него своеобразный алтарь Владыке Костей.

П25. Приют Бейна

У стен этого разграбленного и полуобвалившегося склепа спят четверо @UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane} (параметры см. на стр. 236). Все одеты в броню и держат оружие под рукой. Если их разбудит шум или часовой из зоны П23, они схватят оружие и быстро подготовятся к отражению любого нападения.

Помещение освещают два чадящих факела в держате лях на северной и западной стенах. Каменный саркофаг в центре комнаты пуст, его крышка наполовину погре бена под обломками на полу за ним.

П26. Приют Баала

Зачитайте или перескажите следующий текст, когда персонажи впервые войдут в эту зону:

Четыре мерцающих факела в держателях на стенах освещают этот полуобвалившийся склеп. Открытый саркофаг в центре до краёв наполнен кровью, струйки которой стекают по сторонам и образуют лужи на полу. Крышка саркофага наполовину погребена под обломками за ним.

Культисты Баала любят купаться в человеческой крови, которой наполнили саркофаг. Женщина (@UUID[Compendium.sc-creatures.sc-creatures.Actor.SlipaB3X8mXCC1E6]{Жнец Баала/Reaper of Bhaal}, па раметры см. на стр. 237) прячется за саркофагом, покрытая кровью с головы до ног. При первом появлении чужаков она сотворит на себя заклинание @UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{Изменение облика/Disguise Self} и превратится в старушку по имени Небра. В этом облике она представится цветочницей, которую схватили культисты Мёртвой Троицы и сделали рабыней в подземелье. Если персонажи купятся и заберут Небру с собой, она пока жет им потайную дверь (в зоне П23) и попробует отвести их в зону П29, где надеется найти подкрепление. Едва она заведёт персонажей в помещение, где много других культистов, она сбросит маскировку и атакует. Она также атакует, если заклинание кончится раньше.

П27. Эхо боя

Этот затопленный коридор шириной 10 футов укреп лён через равные промежутки деревянными балками. Огарки факелов плавают в мутной воде. Там, где тоннель сворачивает на запад к зоне П29, персонажи услышат отзвуки схватки, идущей в этой зоне.

П28. Старый погреб

Это затопленное помещение когда-то было погребом, а обвалившийся восточный коридор — началом лестницы, которая прежде вела в жилой дом в городе. Под мутной водой скрыты четыре оживших человеческих @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}, которые встанут и атакуют любого, кто пройдёт по комнате.

П29. Мортлок Вантампур

Звуки боя усиливаются по мере того, как персонажи приближаются сюда. Опишите игрокам сцену так:

\"Коридор выводит в затопленный зал, из которого ступени, вытесанные в камне, ведут на юг, север и северо-восток. В середине зала пол поднимается выше уровня воды, образуя островок. Вокруг островка плавают трупы и огарки факелов, а на нём кружат двое мужчин с обнажённым оружием. Один из них — здоровенный громила без брони со шрамами на лице и с дубиной — возвышается над противником, но явно тяжело ранен. Мужчина пониже мускулист и обнажён до пояса. Он сжимает окровавленный кинжал в одной руке, а факел в другой. Его голый череп не покрывает даже кожа.

Здоровяк с дубиной — 29-летний @UUID[Compendium.sc-creatures.sc-creatures.Actor.3n7han8c6pFBUZzC]{Мортлок Вантампур} (параметры см. на стр. 26), у него осталось 30 ПЗ. Его противник — ещё не раненный @UUID[Compendium.sc-creatures.sc-creatures.Actor.VYoDudLLIdAIZoWp]{Глава смерти Баала/Death's Head of Bhaal} (параметры см. на стр. 237) по имени Вааз. Ещё четверо культи стов Мёртвой Троицы убиты и лежат в воде — Мортлок размозжил им черепа.

Герцогиня Таламра Вантампур, мать Мортлока, терпит его, но старшие братья Тёрствелл и Амрик его ненавидят, считая болваном и выродком. Половину лица Мортлока ещё в детстве изуродовал ожог, и это уродство придало ему жуткий облик. Мать отправила его в подземелье под банями, чтобы помогать культистам координиро вать нападения по всему городу. Когда стало ясно, что культисты могут справиться и без Мортлока, Тёрствелл и Амрик втайне от матери сговорились с несколькими культистами Баала, чтобы те убили Мортлока.

Мортлок и Вааз прекратят схватку при появлении персонажей. Приняв их за пособников Мортлока, Вааз от ступит из боя в свой следующий ход и убежит в зону П33, где будет обороняться насмерть. Факел Вааз прихватит с собой. Мортлок не будет его преследовать, а попробует заключить союз с персонажами. Если те договорятся с Мортлоком, он выдаст им такие сведения в обмен на обещание, что его отпустят:

Если персонажи его отпустят, Мортлок спрячется в городе, пока не сможет купить место на судне и покинуть Врата Балдура. Возвращаться он не намерен.

Мортлок ужасно боится столкнуться со своей мамашей или братьями. Однако при успешной проверке Харизмы (Убеждение) со СЛ 14 его можно убедить, чтобы он помог персонажам схватить или убить Амрика в \"Низком фонаре\" (см. стр. 28). После этого Мортлок покинет город как можно быстрее, чтобы избежать гнева матери.

П30. Украденные сокровища

Тиамат Короткий лестничный пролёт ведёт наверх в круглую комнату, в центре которой стоят четыре деревянных сундука с навесными замками. Замки заперты, но пер сонажи могут забрать ключи у железного консула в зоне П12. Персонаж также может взломать замки инструмен тами вора, успешно пройдя [[/check dexterity 15 format=long]].

Сокровища. Каждый сундук весит 25 фунтов, когда пуст. Во всех четырёх сложены сокровища, украденные у Тиамат на Авернусе. Сокровище принесли во Врата Балдура дьяволы, служащие Зариэли, а Амрик Вантам пур по приказу матери передал их культистам Мёртвой Троицы. Содержимое каждого сундука описано далее.

В первом сундуке — [[/award 4500cp]] и два красных хрустальных пузырька с золотыми пробками (по 25 зм каждый). В каждом пузырьке — @UUID[Compendium.sc-items.sc-items.Item.v7WwFMLW65LtW4Nn]{зелье огненного дыхания}. Вместе с монетами и пузырьками сундук весит 70 фунтов.

Во втором сундуке — 10 глазковых агатов (по 10 зм каждый) среди [[/award 1250sp]]. Вместе с монетами и самоцве тами сундук весит 37 фунтов.

В третьем сундуке — изящная фарфоровая маска дракона (25 зм) поверх [[/award 2400cp 500sp]]. Вместе с монетами сундук весит 55 фунтов. Маска весит 1 фунт.

В четвёртом сундуке — бронзовая корона с пятью зубцами (250 зм). Каждый зубец имеет форму и окрас одного из пяти видов цветных драконов (белый, зелёный, крас ный, синий, чёрный). Корона весит 2,5 фунта.

П31. Факелы

В этой нише стоит деревянный ящик, больше в ней ничего нет. В ящике может уместиться до шестидесяти факелов, но сейчас они почти кончились, факелов осталось только пять.

П32. Краденое добро

По комнате расставлены девять деревянных ящиков. Между них шныряет шесть безобидных крыс, вроде той, что герои встретили в зоне П14.

Сокровища. Шесть ящиков пусты, не считая соломен ной подстилки. В трёх остальных хранится награбленное, которое культисты ещё не поделили, в том числе сухие пайки на 10 дней, сумка с двадцатью шипами \"чесноком\", три склянки @UUID[Compendium.sc-items.sc-items.Item.gVtuwzdWvVnJDdy6]{алхимического огня}, шесть пар @UUID[Compendium.sc-items.sc-items.Item.CATirYMYHjzX5wtV]{кандалов}, четыре @UUID[Compendium.sc-items.sc-items.Item.WUF0bNBy1wlPr53l]{огнива}, девять @UUID[Compendium.sc-items.sc-items.Item.QpIFcRXcKICjUIAN]{кинжалов } и четыре @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелья исцеления} в стеклянных пузырьках.

П33. Святилище Мёртвой Троицы

Если Вааз сбежал из зоны П29, он стоит тут перед ста туями в западной части зала, а на полу у его ног тлеет факел. Опишите помещение игрокам так:

Огарки факелов усеивают пол этого зала. Его западную часть занимаюттри шестифутовые раскрашенные деревянные статуи. Каждая статуя стоит на двухфутовом постаменте из красного камня, из-за чего кажется выше и страшнее.

Центральная статуя изображает мужчину в латах, чьё лицо скрыто жутким забралом шлема. Он весь выкрашен красным, кроме правой латной рукавицы — она чёрная. В этой рукавице он сжимает кроваво-красное копьё, нацеленное вверх. Статуя на севере изображает благородного мужчину в лиловой мантии и маске арлекина, который держит за спиной кинжал. Статуя на юге изображает скелет в чёрной мантии, его челюсти открыты, а костяные руки вытянуты вперёд.

Культисты собираются в этом зале, чтобы планировать нападения в городе. Эти встречи часто кончаются сва рами; впрочем, обычно культисты Баала и Миркула следуют планам последователей Бейна, умеющих мыслить стратегически. Каждая статуя — из цельного дерева и весит 150 фун тов. Статую можно свалить с постамента, успешно пройдя [[/check athletics 15 format=long]].

Статуя Бейна. Статуя мужчины в броне изображает Бейна. Копьё у него настоящее, но немагическое. Когда любой гуманоид впервые окажется в пределах 5 футов от статуи, он должен пройти испытание Харизмы со СЛ 12, при провале он опустится на колени. Пока существо стоит на коленях перед статуей, оно не может ни двигаться, ни совершать действия или ответные действия. Существо может повторять испытание в конце каждого своего хода, при успехе эффект для него прекращается.

Статуя Баала. Маска арлекина — отдельный предмет, который можно снять со статуи. Под маской обнажится жуткое лицо Баала, похожее на череп.

Статуя Миркула. Любой, кто осквернит эту статую, будет проклят Владыкой Костей. Пока проклятие не снимут заклинанием снятие проклятия или подобной магией, осквернитель не получает пользы от магического исцеления.

Внезапно! Драконьи культисты!

Если персонажи очистят подземелье от культистов Бейна, Баала и Миркула, все оставшиеся последователи Мёртвой Троицы будут избегать подземелья и бань, едва поймут, что тут больше не безопасно.

Когда персонажи выйдут из подземелья и бань, их ждёт последняя сцена во дворе (зоне П1). Зачитайте или перескажите следующий текст, чтобы начать сцену:

Едва вы вышли из бань, с ограды двора спрыгивают пять фигур и преграждают вам путь. Они одеты в чёрную кожаную броню, странные маски и плащи, придающие им отдалённое сходство с драконами. Все пятеро размахивают кривыми стальными клинками, похожими надраконьи когти.

Эти люди — четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{Культист/Cultist} Тиамат и их вожак — @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{Фанатик культа/Cult Fanatic}, мужчина по имени Ультисс. Этих хаотичных злых последователей Тиамат прислал Аркон Жестокий (см. главу з) вернуть сокровища, украденные у драконьей королевы на Авернусе лазутчиками Зариэли. Благодаря этим сокровищам герцогиня Вантампур и её сыновья купили верность последователей Мёртвой Троицы.

Культистов привели сюда видения, посланные Тиамат, и они точно знают, когда находятся в пределах 1000 футов от краденых сокровищ. Если персонажи взяли хоть часть сокровищ из зоны П30, культисты атакуют их, чтобы вернуть своё. В ином случае культисты потребуют, чтобы персонажи не путались под ногами и не лезли в их дела. Добыв украденные сокровища королевы драконов, культисты намерены выследить и убить Вантампуров и всех остальных во Вратах Балдура, кого считают шпи онами Зариэли. Те из культистов, кто переживёт эту сцену, могут появиться позже, чтобы помочь или помешать персонажам, если вы так решите.

Если невидимый @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp} присутствует в зоне П1, когда персонажи столкнутся с культистами Тиамат, он бесшумно проследит за событиями и доложит Тёрствеллу Вантампуру, вернувшись на виллу.

Куда дальше?

Поняв, что старшие братья сговорились убить его, Мортлок Вантампур станет уговаривать персонажей схватить или убить Амрика в портовой таверне \"Низкий фонарь\". Сюжет приключения предполагает, что персонажи сразу же отправятся туда. Если персонажам нужен дополни тельный мотив для охоты за Амриком, Мортлок заверит их, что мать очень ценит безопасность Амрика и пойдёт на переговоры, если персонажи схватят его. Он намек нёт, что глупо бороться с герцогиней Врат Балдура, не имея подобного преимущества. Если же персонажи решат сразу штурмовать виллу Вантампуров, переходите к разделу \"Вилла Вантампуров\" (стр. 32).

Очистив подземелье Мёртвой Троицы, персонажи должны получить 3-й уровень, прежде чем отправляться в \"Низкий фонарь\" или на виллу Вантампуров.

(ур.3) «Низкий фонарь»

Персонажи встречаются ещё с одним сыном гер цогини Вантампур в портовой таверне «Низкий фонарь». Там же они находят беглую Всадницу Преисподней — Рею Ментелморн.


«Низкий фонарь» — обветшалое трёхмачтовое торговое судно, стоящее на якоре в восточной части гавани. Оно уже давно непригодно для выхода в море, так что его превратили в плавучую таверну и игорный дом, откры тый круглые сутки. Игра в «Кости Балдура» тут не менее популярна, чем в прочих тавернах города (см. врезку «Таверны во Вратах Балдура», стр. 16).

Другие сцены с Мёртвой Троицей

Очистив подземелье Мёртвой Троицы, герои могут встретить культистов Бейна, Баала или Миркула в других частях Врат Балдура. Эти злодеи (см. приложение Г) обычно действуют смешанными группами последователей трёх богов. Вот несколько подходящих сцен для группы из четырёх-пяти персонажей с з-го по 5-й уровни:

Отряд похитителей (для персонажей з-гоуровня). Четверо кулаков Бейна, три ночных клинка и два некромайта Миркула пытаются схватить кого-то из горожан ради пыток или выкупа.

Отряд убийц (для персонажей 4-гоуровня). Железный консул и два охраняющих его кулака Бейна используют трёх ночных клинков как разведчиков и убийц, чтобы нападать на случайных прохожих. Черепоббец Миркула оказывает магическую поддержку, творя заклинание тьма, чтобы запутать врагов и облегчить отступление.

Отряд мстителей (для персонажей 5-го уровня). Чёрная рукавица Бейна придёт за персонажами вместе с двумя жнецами Баала и мастером душ, управляющим отрядом нежити из шести скелетов или четырёх зомби.

О таверне

Местоположение «Низкого фонаря» отмечено на карте 1.1 (стр. 13), а на карте 1.4 показан его внутренний план. Опишите таверну игрокам так:

Туман скрывает «Низкий фонарь», пока вы не подойдёте на сотню футов, и лишьтогда вы видите его высокие мачты и скрипучий корпус. На судне, превращённом в плавучую таверну, есть снасти, но нет парусов, и оно приковано к причалу толстыми цепями. Деревянный трап ведёте причала на главную палубу. Фонарь на носу горит призрачным зелёным светом, показывая, что таверна открыта.

Днём в «Низком фонаре» тихо, лишь несколько завсег датаев выпивает и играет на нижней палубе. Заведение оживает по ночам — оно популярно как место тайных встреч среди наименее законопослушных жителей го рода вроде пиратов и наёмников Пламенного Кулака после службы.

Владеет таверной Ларейлра Тандрет, человеческая женщина средних лет, маг. Завсегдатаи и сотрудники зовут её Капитаном. Ларейлра нейтральная, она не ин тересуется личными делами клиентов и не вмешивается, когда те устраивают потасовки, — главное, чтобы они потом заплатили за ущерб. На публике Ларейлра часто появляется с крабом-фамильяром на плече. С рассвета до полудня она отдыхает у себя в каюте (зона Ф4) — ест, спит и читает книгу заклинаний.

В «Низком фонаре» подают выпивку и лёгкие закуски, а не полноценные обеды. В таверне постоянно дежурят по два бармена-кенку и по шесть вышибал (люди-головорезы). Персонал работает сменами по восемь часов: одна смена приходит, другая уходит.

Завсегдатаи таверны

В «Низкий фонарь» ходят самые бедные горожане, иностранные купцы и матросы, у которых ещё остались деньги. К приходу персонажей среди завсегдатаев есть такие:

Амрик Вантампур ведёт свои дела в «Низком фонаре» с согласия Ларейлры. Если персонажи спросят про него, их направят в зону Ф6.

Зоны таверны

Эти места отмечены на карте 1.4.

Ф1. Главная палуба Опишите игрокам эту зону так:

Деревянные лестницы с главной палубы судна ведут наверх на полуют и полубак и вниз, вглубь корабля. Деревянная решётка со стёклами, запертая на навесной замок, пропускает свет на нижнюю палубу. Там и находится сама таверна—её видно сквозь стёкла решётки. На палубе валяются четыре дохлые чайки, а из «вороньего гнезда» на увитой снастями мачте с высоты сорок футов на вас каркают два настоящих ворона.

Эти два ворона — бесы, сменившие форму. С их помо щью Тёрствелл Вантампур (см. стр. 34) присматривает за братом Амриком. Бесы обожают почём зря убивать пролетающих чаек, а работники таверны никак не могут понять, откуда берётся столько птичьих трупов. Изу чив труп чайки и успешно пройдя [[/check medicine 13 format=long]], персонаж поймёт, что чаек зако лоли жалом. Если бесы заметят, что Амрик покидает судно, они проследят, чтобы его не преследовали.

Если они поймут, что Амрик в опасности, они спустятся и атакуют того, кто ему угрожает. В остальное время бесы будут избегать боя и делаться невидимыми, чтобы их не схватили и не убили.

Ф2. Полубак

На этой части палубы валяются ещё [[/r 1d4]] дохлые чайки (пояснения см. в зоне Ф1). На бушприте висит фонарь с зелёными стёклами, указывающий, что таверна от крыта. Ежедневно в полдень работник таверны забира ется на бушприт, чтобы погасить фонарь, заправить его маслом и снова зажечь.

В тёплые ясные ночи Ларейлра выносит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли выпить и сыграть при свете звёзд.

Ф3. Полуют

Ни штурвала, ни румпеля нет, на их местах остались только дырки. Как и в зоне Ф2, в хорошую погоду Ларейлра иногда ставит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли попировать под открытым небом.

Ф4. Каюта Ларейлры

Замок на каюте Ларейлры проржавел настолько, что уже не запирается, а она всё никак его не поменяет, так что каюта не заперта. Один из вышибал в зоне Ф5 присма тривает за дверью и осадит любого, кроме Ларейлры, кто сунет туда нос. Опишите каюту игрокам так:

Каюта полна разнородной деревянной мебели: кровать со столбиками в форме русалок, прикроватный столик, платяной шкаф, письменный стол, кресло, накрытое мехами, и небольшой обеденный столик, окружённый четырьмя простыми стульями. В изножье кровати стоит изукрашенный морской сундуке навесным замком.

Ключ от сундука Ларейлра хранит в ближайшем стол бике кровати: его набалдашник отвинчивается, а внутри тайник, где спрятан ключ. Замок сундука также можно взломать, успешно пройдя [[/check dexterity 20 format=long]] с использованием инструментов вора. Помимо предметов, описанных в разделе «Сокровища», в сундуке есть четыре летающих кинжала, которые атакуют любого, кроме Ларейлры, кто откроет сундук. Используйте для кинжалов параметры летающих мечей, но с такими изменениями:

Сокровища. В сундуке хранится пара хороших сапог, бутылка с изысканным вином (10 зм), пачка писем от анонимного поклонника и книга заклинаний Ларейлры, где записаны все её подготовленные заклинания, а также волшебное оружие, опознание, полиглот, порыв ветра, послание и сон.

Ф5. Бар и игорный зал

Самая людная и шумная часть судна. Тут пахнет по том, дешёвым элем, гниющей древесиной и засохшей рвотой. Трое вышибал (головорезы) стоят так, чтобы видеть всё происходящее. Если Ларейлра не у себя в каюте (зона Ф4), она сидит у южного конца барной стойки с крабом-фамильяром на плече. Новых клиентов Ларейлра приветствует заученной речью:

«Добро пожаловать! Меня зовут Ларейлра Тандрет, но народ тут зовёт меня Капитаном. Если хотите выпить или сыграть, вы пришли в подходящее место. Только будьте осторожны, тут случаются заварушки».

Используйте раздел «Завсегдатаи таверны» при необходимости, чтобы описать обитателей таверны. Тут всегда найдётся желающий сыграть в «Кости Балдура».

Таверну освещают подвешенные масляные фонари и естественный свет, проникающий через застеклённую решётку и грязные иллюминаторы. Каждый иллюминатор диаметром в 1.5 фута и заперт изнутри на ржавую щеколду.

Ф6. Салон таверны

Салон занимает целую палубу и освещён масляными фонарями, свисающими с потолка высотой 8 футов на футовых цепях. На палубе нет окон, но есть бар, диваны, кофейные столики и столы, за которыми клиенты могут общаться и играть. Трое вышибал (головорезы) стоят в салоне так, чтобы их было видно.

Амрик Вантампур (см. параметры во врезке) превра тил пару диванов и кофейный столик у кормовой стены в своё рабочее место. Зная, что многие завсегдатаи таверны — неудачливые игроки, которые вечно залезают в долги, он открыл тут ростовщическую контору. В обмен на занимаемое помещение Амрик оплачивает вино, которое доставляют в «Низкий фонарь», благодаря чему предприятие Ларейлры окупается.

33-летний Амрик сидит один на диване у правого борта, положив ноги на стол и осматривая салон. Диван у левого борта свободен — он для клиентов. У Амрика два телохранителя. Кашарра, @UUID[Actor.7oCGYh1Y45ewLuaG]{игольчатый дьявол}, сидит наспинке дивана Амрика. Валтус, принципиальный злой человек-@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{головорез }с сонными глазами и собран ными в хвост рыжими волосами, сидит у ближайшего конца барной стойки. Валтус держит при себе мешочек со 150 зм, из которых Амрик даёт ссуды клиентам. Если Амрик решит, что его жизнь в опасности, он взорвёт по тайную дымовую бомбу и отступит наверх по лестнице, оставив телохранителей прикрывать побег.

Амрик обожает выпить и обменяться любезностями, прежде чем перейти к делу. Персонал Ларейлры он вы муштровал так, что они по малейшему жесту понимают, когда поднести напитки. Если он хочет, чтобы выпивку отравили, у него и на это есть тайный знак. Под барной стойкой спрятана бутылочка с четырьмя дозами @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.Bu9DCpSFwns6XE5d]{ступора }(см. «Яды» в главе 8 Dungeon Master’s Guide [«Руководства мастера подземелий»]), с помощью которой бармен-кенку может отравить напитки по сигналу Амрика.

Ф7. Гостевая каюта

Эта каюта сейчас не занята. Из мебели тут есть кровать, платяной шкаф, пустой письменный стол и стул. Масляный фонарь висит на ржавом крюке, привинченном к мачте.

Замок на двери в каюту проржавел и бесполезен, но стулом можно подпереть ручку двери так, чтобы она не открывалась. В таком случае, чтобы открыть дверь, понадобится успешно пройти [[/check athletics 13 format=long]] и наделать много шуму.

Ф8. Спальни

Эта часть судна находится ниже уровня воды, и тут вечно бывают течи. Лужи воды скапливаются в изгибах пола, всё кругом воняет рвотой и мочой.

В четырёх нишах стоят дешёвые койки, где пьяницы могут проспаться. В носу висят четыре гамака для тех же целей. В любое время [[/r 1d4]] простолюдина спят (пребывают без сознания) в этой зоне после бурной ночи. Если персонажи решат обчистить их, у каждого есть по ко шельку с [[/r 1d6]] см и [[/r 2d6]] мм.

Общение с Амриком

Если персонажи не атакуют его сразу, Амрик решит, что им нужна ссуда. Он с радостью предоставит ссуду в пределах 150 зм (столько сейчас носит его телохранитель Валтус). Условия Амрика просты: возврат долга через десяти дневку с доплатой 25%. Амрик — член влиятельной семьи Вантампур, у него хватает приспешников, чтобы выбить долг из любого, кто откажется платить, а влияние его семейства простирается далеко за пределы Врат Балдура.

Персонажи могут взять ссуду с намерением выплатить её или обмануть. Если персонажи решат надуть Амрика, им надо пройти [[/check persuasion format=long]] в состязании с Мудростью (Проницательность) Амрика, как описано в главе 7 Player’s Handbook («Книги игрока»). Персонажи могут расспросить Амрика, чтобы выудить сведения, но Амрик — опытный лжец, который ни за что не выдаст себя или члена семьи, которого боится, вроде матери и старшего брата. Если персонажи упомянут Мортлока, Амрик заявит, что этот «уродливый громила» якшается с худшими отбросами Врат Балдура и позорит семью. Очевидно, что Амрик не выносит Мортлока, но ни за что не признается, что планировал убийство брата. Если персонажи обвинят его в этом, Амрик скажет, что во всём виновен сам Мортлок. Если это не сработает, он прикроется именем и репутацией матери, надеясь, что персонажи дважды подумают, прежде чем оскорбить или ранить любимого сына герцогини Таламры Вантампур.

Амрик никогда не дерётся насмерть и сдастся, если не сможет победить, уговорить или сбежать от опасного противника. Если персонажи победят телохранителей Амрика и возьмут его в плен, он сделает всё, что ему велят, пока не представится случай сбежать. Персонал «Низкого фонаря» вмешиваться не станет.

Если персонажи убьют Амрика на борту «Низкого фонаря», Ларейлра предупредит их, что это навлечёт гнев герцогини Таламры Вантампур. Она посоветует им немедленно сбежать из Врат Балдура, прежде чем их отправят на корм рыбам.

Рея Ментелморн

Прежде чем персонажи уйдут из «Низкого фонаря», их поприветствует новый посетитель. Зачитайте следующий текст игрокам:

К вам подходит фигура в плаще, лязгая доспехами при каждом шаге. Рука в перчатке покоится на эфесе длинного меча. Другая рука приподнимает капюшон, открывая лицо молодой девушки со смуглой кожей, рыжими волосами и пронзительным взглядом.

Фигура в плаще — Рея Ментелморн (принципиальная добрая, человек, Всадница Преисподней; используйте параметры ветерана). Рея говорит на всеобщем.

Рея родилась в Турмише и в двенадцать лет уехала в священный город Эльтурель, чтобы обучаться как Всад ник Преисподней. Она верная служительница Торма и всегда готова пожертвовать собой ради общего блага.

Рассказ Реи

Рея тренировалась в нескольких милях к северу от Эльтуреля, когда город исчез. Она не поверила своим глазам, но свет Спутника погас и он почернел, а город, казалось, рухнул и провалился за горизонт — это жуткое зрелище Рея теперь не может забыть. Она вернулась в Эльту рель, но обнаружила на месте города только кратер. Ей пришлось отвести группу перепуганных беженцев на запад, во Врата Балдура. Прежде чем Пламенный Кулак закрыл городские ворота. Рея и несколько её товарищей успели проникнуть за стены, но не ушли далеко — их остановили солдаты Пламенного Кулака. Беженцы раз бежались, а Рею зажал в угол головорез из Пламенного Кулака. Ей удалось ранить солдата мечом, сбежать в пе реулок и стянуть у кого-то плащ, чтобы скрыть броню и оружие. С тех пор она в бегах и в розыске.

Рея во Вратах Балдура недавно, но быстро поняла, что город — сточная канава, где все продажны, а смерть караулит в тумане за каждым углом. Она изучает слухи, что Тейвиус Криг, высший наблюдатель Эльтуреля, тоже в городе. Рея не нашла тому подтверждений, но ходят слухи, что Крига видели в сопровождении четырёх стражников, работающих на Вантампуров. Поместье Вантампуров находится в Верхнем Городе, куда она по пасть не может, но Рея выяснила, что Амрик Вантампур ведёт дела в «Низком фонаре». Она намерена расспро сить его насчёт этих слухов.

Рея не подозревает о предательстве Тейвиуса Крига. Она просто хочет получить ответ, что случилось с Эль- турелем. Если город возможно спасти, Рея пойдёт ради этого на всё. А вот судьба Врат Балдура её мало волнует. «Надеюсь, их сожрут крысы», — ворчит она.

Если персонажи покажутся Рее доблестными и честными, они сразу ей понравятся. Осознав, что у них схожие цели, она предложит им вместе отправиться на виллу Вантампуров.

Если персонажи раскроют, что служат Пламенному Кулаку, Рея в панике выхватит длинный меч, готовясь защищаться. Персонажи могут успокоить её, сказав, что не намерены её арестовывать. Чтобы загладить недоразумение, Рея признает, что Пламенный Кулак разыскивает её из-за «неприятного инцидента», в котором почти нет её вины.

Если Рея вступит в группу

Рея готова присоединиться к искателям приключений, если ей позволят. У неё нет друзей во Вратах Балдура, и она не может без посторонней помощи попасть на виллу Вантампуров в хорошо охраняемом Верхнем Городе. Она всеми силами будет содействовать группе, пока действия и решения персонажей помогают ей подобраться к истине о том, что случилось с Эльтурелем. Выяснив судьбу города, Рея пойдёт на всё, чтобы вытащить его из Девяти Преисподних.

Как персонаж мастера, Рея находится под его контролем. Но если вас утомит играть за неё, можете отдать Рею одному из игроков как второго персонажа. Можно дать согласному на это игроку копию блока параметров ветерана из Monster Manual («Энциклопедии чудовищ»).

(ур.3) Вилла Вантампуров

Получив доказательства, что герцогиня Вантам пур — прямая и явная угроза Вратам Балдура, ге рои берут штурмом её виллу и отнимают дьяволь скую коробку с секретом у последнего её сына.


Вилла Вантампуров находится в Верхнем Городе, где живут богатейшие горожане и постоянно ходят патрули Стражи. Местоположение виллы отмечено на карте 1.1 (стр. 13), а на карте 1.5 показан её внутренний план. Вилла связана с комплексом подземелий и канализации, показанным на карте 1.6 (стр. 37).

Персонажи могут отправиться на виллу Вантампуров сразу после подземелья Мёртвой Троицы или визита к Амрику Вантампуру в «Низком фонаре». Если они возьмут Амрика в плен, то могут рассчитывать, что Рея Ментелморн присмотрит за ним.

Как попасть на виллу

Каждые ворота в Верхний Город бдительно охраняют по двадцать стражников. Если персонажи предъявят бляхи, что им выдал капитан Зодж, стражники пропустят их в ворота даже в сопровождении пленника или беглеца в розыске вроде Реи Ментелморн. Любого персонажа без бляхи допросят и заставят заплатить за вход 2 мм.

Если персонажи приведут пленного Амрика, он не будет провоцировать стычку со стражниками у ворот, опасаясь, что пострадает сам.

Семья Вантампур

Таламра Вантампур — коварная дьяволопоклонница возрастом под семьдесят лет, способная заглянуть в глаза адской гончей, не вздрогнув. Она полнотела, а сильные руки выдают, что начинала она как простая работница. Юность она провела в подвалах и канализации Врат Бал дура, где чинила трубы и вычищала городские отбросы. Из таких вот низов Таламра выбилась в управляющие городского водопровода и канализации. Теперь она оде вается в роскошные платья, подобающие её статусу гер цогини Врат Балдура.

Именно Таламра подстроила исчезновение верховного герцога Ульдера Рейвенгарда, чтобы добиться своей главной цели — стать верховной герцогиней. В свободное от политических интриг время она проворачивает тайные дела в подземельях под виллой.

Таламра трижды овдовела, но каждому из покойных мужей подарила по сыну. Её старший, Тёрствелл, — бледный и болезненный отшельник чуть старше сорока. Запершись у себя, он с помощью бесов шпионит за братьями, Амриком и Мортлоком. Обоих он презирает: Амрика — за то, что он маменькин любимчик, а Мортлока — за то, что он урод и болван.

Главная проблема Тёрствелла в том, что мать не видит в нём наследника и готовит к этой роли Амрика. Но при всей своей зависти Тёрствелл не решается вредить Амрику напрямую, опасаясь гнева матери. Мортлок — другое дело. Все понимают, что Таламра и сама лишила бы его наследства, если бы не предсмертная просьба её третьего мужа — заботиться о Мортлоке, несмотря на все его недостатки.

Ещё один член семейства Вантампуров — @UUID[Actor.cNfi9FhQdWs4J1OR]{Слюногрыз}, жуткого вида трессим (крылатый кот) с куцым хвостом и множеством шрамов от драк. Встретив Слюногрыза, персонажи могут попробовать подружиться с ним (см. зону В5).

О вилле

Вилла Вантампуров — величественный каменный особ няк, рядом с которым есть конюшня. У обоих зданий наклонные крыши с красной черепицей. Виллу окру жает каменная ограда высотой 12 футов. С внутренней стороны ограды висят фонари, которые освещают двор и виллу по ночам, их зажигают в сумерках и гасят на рассвете. В ограде трое деревянных ворот — главный вход и каретный выезд на юге и чёрный ход на севере.

Деревянные двери виллы и окна со свинцовыми ра мами не заперты. На Вантампуров работает охрана, патрулирующая двор (см. зону В1). Стражники живут не здесь и сменяются каждые шесть часов.

Слуги

На Вантампуров работает четверо постоянных слуг, живущих здесь (все нейтральные люди, простолюдины):

Амбру наняли недавно на замену прежней горничной, которую герцогиня Вантампур сбросила с лестницы за разбитую вазу.

Зоны виллы

Эти места отмечены на карте 1.5.

В1. Двор

Девять принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражников }патрулируют двор тремя группами по трое. При первом появлении персонажей они находятся в точках, отмеченных «В1» на карте 1.5, и кружат по двору против часовой стрелки.

Стражники атакуют любого, кто проникнет на территорию поместья без разрешения или предварительного извещения герцогини Вантампур или одного из её сыновей. Если персонажи прихватили с собой Амрика или Мортлока, то могут убедить любого из них провести героев мимо стражи. Если нет, персонажам придётся победить стражу или проскользнуть незаметно. Стражникам хорошо платят, так что взяток они не берут, а Пламенный Кулак они презирают. Чтобы проскользнуть мимо группы стражников, каждому персонажу надо успешно пройти [[/check stealth 13 format=long]]. Проверка совершается с преимуществом ночью или в туман.

В2. Конюшня

В этом каменном здании находятся стойла четырёх лошадей-тяжеловозов и хорошо оборудованная кузня с наковальней и горном. Тут может быть Сарвиндер Пек (см. «Слуги»), кующий новые подковы.

Люк. Квадратная плитка размерами з на з фута в югозападном углу конюшни служит потайным люком в полу. Персонаж обнаружит люк, обыскав зону и успешно пройдя [[/check perception 15 format=long]]. Камень скрывает лаз с кирпичными стенами и вертикальной деревянной лесенкой, ведущей вниз на 15 футов в зону подземелья В27. Если Вантампурам придётся бежать из подземелья, через люк они могут быстро добраться до лошадей.

В3. Фойе

Если персонажи постучат во входную дверь, дворецкий Фендрик Грей (см. «Слуги» ранее) подойдёт сюда из зоны В10, чтобы поприветствовать их. Он впустит их, если их ждут, в противном случае велит уйти.

Опишите игрокам зону так:

Помимо главного входа, в помещении два выхода. Гипсовая полка, уставленная вазами, опоясывает комнату на высоте 9 футов. На плитках пола лежит изысканный ковёр шириной 10 футов и длиной 15 футов, на котором изображена коронация. Один гобелен настене изобра жает дракона, летящего над кораблём, другой — паломников на верблюдах.

Среди ваз на верхней полке таятся четверо невидимых @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{бесов}, по одному в каждом углу. Бесы спрыгнут и атакуют любого, в ком узнают нарушителя, даже если с персонажами будет Мортлок или пленный Амрик.

Сокровища. Вазы, ковёр и гобелены — ценные предметы искусства, только вместе они не сочетаются. Каждая из шестнадцати ваз весит 2 фунта и стоит 25 зм. Ковёр весит 50 фунтов и стоит 250 зм. Каждый из двух гобеленов весит 5 фунтов и стоит 75 зм.

В4. Комната слуг

Эта комната не украшена, здесь только четыре простые койки и обеденный стол для слуг особняка. Слуги хранят запасные ливреи и прочие личные вещи в ящиках под койками. Тут нет ничего ценного.

В5. Кухня

Днём эту зону наполняют аппетитные ароматы — это кухарка Габури д’Вейлан (см. «Слуги», стр. 33) готовит еду для Вантампуров и их слуг. Габури не терпит посторонних на кухне, когда готовит.

Над тремя кухонными столами в середине помещения висят горшки, сковородки и прочая кухонная утварь. Полки уставлены мисками, тарелками, приправами, специями и сухими продуктами. Кухонный лифт с ручным подъёмным механизмом позволяет доставлять еду прямо в спальню герцогини Вантампур (зона В17). Колокольчик возле лифта подаёт сигнал, когда герцогиня желает отобедать.

Трессим Слюногрыз (параметры см. на стр. 243) бродит по кухне, убивает крыс и пожирает всё, что Габури роняет на пол. Слюногрыз не особо привязан к семейству Вантампур, а Тёрствелла и его бесов терпеть не может. Трессим подружится с любым персонажем, который его покормит, и будет ходить за ним по дому, используя свою особенность Обнаружение невидимости, чтобы предупреждать, когда поблизости невидимые бесы.

Вб. Кладовая

В этой затхлой каморке хранятся еда и напитки.

В7. Лестница вниз

В этой комнате стоит бочка с питьевой водой. Лестница с кирпичными стенами ведёт вниз на 15 футов в зону В20.

В8. Гостиная

Принимая гостей в этой комнате, герцогиня обычно сидит в строгом кресле с высокой спинкой, а гости — на двух мягких диванах напротив, за кофейным столиком. Тайник в левом подлокотнике кресла герцогини можно найти, осмотрев кресло и успешно пройдя [[/check perception 15 format=long]]. В нём лежит посеребрённый кинжал.

На окнах висят тонкие занавески, рассеивающие есте ственный свет, а стены украшены портретами в рамах, изображающими герцогиню, трёх её покойных мужей, её сыновей и крылатого кота Слюногрыза.

Сокровища. Гобелен на северной стене изображает пылающих ангелов, которые падают с небес в огненную бездну. Он весит 5 фунтов и стоит 150 зм.

В9. Трапезная

Таламра с сыновьями собираются тут раз в десятидневку на семейный ужин, вечно выливающийся в ссоры. Зачитайте следующий текст, когда персонажи увидят зону:

Железная люстра висит над обеденным столом из чёрного дуба, который окружён восемью стульями с высокими спинками, вырезанными в форме дьяволов. Одну стену занимает камин, а по бокам от него окна с алыми портьерами. У другой стены стоит роскошный буфет-бар со стеклянными дверцами.

На люстре сидят три невидимых беса, ведущих себя так же, как бесы в зоне В3. Механизм с подъёмным блоком позволяет опускать и поднимать люстру. Верёвка привя зана к крюку в восточной стене возле буфета.

Сокровища. В буфете есть восемь кубков из красного хрусталя (по 25 зм каждый) и шестнадцать бутылок вина. В пятнадцати бутылках изысканное вино (по 10 зм каждая). Вино в последней отравлено @UUID[JournalEntry.dXzwwWufbBknIPig.JournalEntryPage.VzUpKXRsrCWVDpCZ]{полночными слезами}, ядом без вкуса (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руко водства мастера подземелий»]}. Эта особая бутылка стоит от дельно и предназначена для гостей, от которых герцогиня хочет избавиться.

В10. Галерея

Окна на юг занавешены чёрными портьерами, так что в этом коридоре темно и прохладно. Фендрик Грей, престарелый дворецкий, ходит по коридору с фонарём в руке (если не занят в другом месте), а горничная Амбра Фоллвотер подметает пыль (см. «Слуги», стр. 33). Дере вянная лестница в северном конце коридора поднима ется на 15 футов в зону В11.

В галерее хранится пёстрая коллекция гобеленов, картин и алебастровых бюстов на постаментах, чтобы впечатлять гостей. Герцогиня скупила весь этот хлам, уверенная, что это ценные предметы искусства, но всё это подделки сомнительного происхождения. Эта бессистемная коллекция — свидетельство её дурного вкуса.

Восковая фигура. 6-футовая восковая фигура в углу изображает герцогиню Таламру Вантампур с трессимом Слюногрызом на руках. У трессима во рту воско вая крыса. Посетители, вошедшие в галерею из фойе (зона В3), часто принимают статую за живую, поскольку она стоит сразу за дверью и очень реалистична.

В11. Верхний коридор

В этом коридоре дует сквозняк, а на стропилах висят фонари. Лестница на севере спускается вниз на 15 футов в зону В10. Тут стоят на часах пятеро принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражников }— по одному у каждой двери. Они атакуют любого, кого не сопровождает член семьи Вантампуров. Если они услышат заварушку вдалеке, их нельзя застичь врасплох, но они не покинут пост, пока им не прикажет член семьи. Если тут начнётся бой, его услышит @UUID[Actor.B4FOlAidTRo4gd5N]{Тёрствелл Вантампур} в зоне В13.

В12. Балкон

Ограждение в виде крепостных зубцов идёт по краю балкона, выходящего на передний двор. Он находится на высоте 15 футов над землёй.

В13. Спальня Тёрствелла

Невзрачные занавески закрывают окна в этой простой комнате, где есть кровать, железный сундук с навесным замком, железная ванна на ножках и камин. Посреди комнаты стоит @UUID[Actor.B4FOlAidTRo4gd5N]{Тёрствелл Вантампур} (параметры см. во врезке), хилый и завистливый 42-летний мужчина с дьявольской коробкой с секретом в руках (см. «Сокровища» далее). Если Тёрствелл знает о незваных гостях, он успеет запереть коробку в сундуке, а ключ сунет в карман мантии.

Тёрствелл командует несколькими бесами, которые влетают и вылетают через дымоход, но к приходу пер сонажей здесь только одно такое существо. @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес } невидим, прячется в камине и атакует любого, кто угрожает Тёрствеллу.

Незнакомцев Тёрствелл встретит самым негостеприимным образом — сотворит @UUID[Compendium.sc-spells.sc spells.Item.TXU7HHj83tKg08N8]{священное пламя} на ближайшего из них. В тот же ход он сотворит на себя @UUID[Compendium.sc-spells.sc spells.Item.UEO7zZDAl441jz4o]{убежище } в качестве бонусного действия и использует перемещение, чтобы спрятаться под кроватью, пока бес его защищает. Если его возьмут в плен, он будет причитать, что тупые стражники не смогли защитить его, и тянуть время, надеясь, что захватчики отвлекутся и дадут ему шанс сбежать. Если его допросить, он выдаст такие сведения в обмен на освобождение:

Сокровища. @UUID[Item.TAFZianMkA19d71q]{Дьявольская коробка с секретом}—магический предмет, описанный на стр. 223. Каждая коробка с секретом устроена по-своему. Эта коробка принадлежала Тейвиусу Кригу и передана герцогине Вантампур на хранение. Герцогине любопытно узнать, что в коробке, и она отдала её Тёрствеллу, которого считает самым умным из сыно вей, чтобы тот попробовал вскрыть её, но пока ему это не удалось. Тёрствелла можно запугать, чтобы он отдал коробку, а можно и просто отобрать. Однако открыть коробку не по силам никому из персонажей. Шпион Фаластер Фиск, запертый в подземелье (зона В29), может посоветовать героям отнести коробку в Кэндлкип — там им помогут узнать, что в ней (см. стр. 45). В коробке хранится копия контракта, заключённого Тейвиусом с Зариэлью и погубившего город Эльтурель.

Замок на сундуке можно взломать инструментами вора, успешно пройдя [[/check dexterity 15 format=long]]. Сундук весит 50 фунтов, в нём хранится мятая одежда, красные восковые свечи, писчие перья, чистые листы бу маги и ёмкости с чернилами. Там также есть незапертый деревянный ларец, в котором лежат [[/award 73gp 120sp]] и @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелье исцеления}, а также книга в чёрном переплёте под названием «Апокалипто» — поэтическое пророчество неизвестного автора о конце мультивселенной (стоит 50 зм).

В14. Спальня Мортлока

В этой тёмной комнате стоит кровать, деревянный сундук на ножках и прикроватный столик. Сундук весит 25 фунтов, в нём немного непримечательной одежды раз мером под Мортлока, ничего не стоящие личные вещи и плюшевый тролль — игрушка Мортлока в детстве.

В15. Спальня Амрика

Эта комната обставлена со вкусом, в ней есть кровать, прикроватный столик, железная ванна на ножках, камин и деревянный сундук, окованный железом. Зеркало шириной з фута и высотой 6 футов встроено в восточную стену напротив камина. Лакированная деревянная рама зеркала украшена резьбой в виде крыс, воронов и пауков.

Сокровища. В сундуке Амрика хранится аккуратно сложенная @UUID[Compendium.sc-items.sc-items.Item.RWCw0wQHi6B0KLnk]{изысканная одежда} для подтянутого аристократа и шкатулка, вырезанная из кости (10 зм). В шкатулке лежит золотой @UUID[Compendium.sc-items.sc-items.Item.10U4gRf2NNpWHxf6]{перстень-печатка} (5 зм), украшенный девизом Вантампуров: «Каменные сердца нельзя ранить».

В16. Будуар герцогини

В этой комнате есть трюмо с овальным зеркалом в раме, на котором стоят флаконы с духами, кисточки, косме тика, иголки и катушки ниток. Из прочей мебели — складная деревянная ширма, украшенная изображе нием хищной птицы из золотой фольги, высокий чёрный платяной шкаф, наполненный корсетами и роскошными платьями, и декоративный позолоченный коврик, ле жащий перед тремя незапертыми деревянными сунду ками. Один сундук набит туфлями, в другом — три свадебных платья, а третий наполнен модными шляпками.

Сокровища. На трюмо стоит шесть флаконов дорогих духов (по 20 зм каждый), серебряная расчёска, инкрустированная лазуритом (100зм), и деревянная шкатулка с электрумовой филигранью (75 зм), где лежат жемчужное ожерелье (250 зм), платиновая камея в форме крыла того кота (50 зм) и два @UUID[Compendium.sc-items.sc-items.Item.KQSnepZ1ajKzzLls]{зелья исцеления} в высоких хрустальных пузырьках.

В17. Спальня хозяйки

Когда герцогине Вантампур надо отдохнуть или её мучит мигрень, она удаляется в эту комнату. Принимает пищу она обычно тоже здесь. Еду доставляют с помо щью кухонного лифта в юго-западном углу (подробнее см. в зоне В5), рядом с которым есть шнур, чтобы звонить в колокольчик на кухне. Среди прочей обстановки — кровать с балдахином и сеткой от насекомых, деревян ная ширма, чугунная ванна на ножках, камин и желез ный сундук, запертый навесным замком. Замок отлит в форме злой рожицы рогатого дьявола. Ключ от замка Таламра Вантампур хранит при себе (см. зону В28), но замок можно взломать инструментами вора, успешно пройдя [[/check dexterity 17 format=long]].

Сокровища. Сундук весит 65 фунтов и снабжён ловушкой (см. «Ловушка» далее). В нём хранятся три тонких чёрных гроссбуха с записями на дьявольском языке (учёт официальных сделок герцогини Вантампур), @UUID[Compendium.sc-items.sc-items.Item.j3v4hfzZ4MQgEgms]{инструменты каллиграфа} (15 зм), набор отравителя (50 зм), кошель из овечьего пузыря с [[/award 22pp 85sp 113sp]] и флейта крысолова.

Ловушка. У сундука двойное дно на металлических пружинах. Общий вес предметов в сундуке удерживает дно, но если вынуть три или более предмета, фальшивое дно поднимется и выдернет пробку из тонкого стеклян ного пузырька под ним. Из пузырька вырвется облако ядовитого газа и наполнит сферу радиусом 10 футов во круг сундука. Облако неподвижно и существует 1 минуту или пока его не развеет сильный ветер. Любое существо, начавшее свой ход в облаке, должно пройти [[/save con 13 format=long]], при провале оно получит [[/damage 2d10 poison average=true]].

В18. Кабинет герцогини

Дубовый письменный стол повёрнут к середине комнаты, за ним стоит стул из того же набора, а на столе — два чёрных подсвечника. Из прочей мебели — три книж ных шкафа и стоячий чёрный латный доспех с глухим шлемом, длинным мечом и щитом. Железная винтовая лестница ведёт наверх в зону В19.

Доспех — это @UUID[Compendium.sc-creatures.sc-creatures.Actor.6x92E84WFJsJlO4z]{шлемоносный ужас}, созданный на Авернусе. Конструкция понимает дьявольский язык, но не говорит и невосприимчива к заклинаниям огненный снаряд, священное пламя и шокирующее прикосновение. В эту зону разрешено входить только герцогине Вантампур и её сыновьям. Если любое другое существо войдёт без их сопровождения, огненно-оранжевый свет наполнит пу стоту внутри шлемоносного ужаса и он атакует. Шлемоносный ужас будет гоняться за нарушителями и за пределами комнаты и отстанет, только если они покинут виллу или будут разрублены на части.

Книжные шкафы. Герцогиня Вантампур не любит читать, но ради престижа держит небольшую библиотеку изысканной литературы. В её кабинете двести книг. Персонаж, который проведёт 1 час за изучением коллекции, сможет найти двадцать редких первых изданий (по 25 зм каждое). Остальные книги можно продать интересующимся по 5 зм каждую, кроме бесполезной книги «Последний бой Всадников Преисподней». В её страницах вырезан тайник, где хранится железное колечко с двумя ключами. Они открывают клетки в зоне В19.

В19. Башенка

Если персонажи поднимутся по железной винтовой лестнице из зоны В18, опишите помещение так:

Винтовая лестница поднимается на 15 футов в квадратное помещение, где стропила пересекаются в десяти футах от пола, а выше только остроконечная крыша. Западную стену занимает пустой книжный шкаф, а на полу стоят две грязные клетки с навесными замками. В каждой по пленнику и ночному горшку.

Ключи, открывающие замки, можно найти в зоне В18. Персонаж может взломать замок инструментами вора, успешно пройдя [[/check dexterity 15 format=long]]. Находясь внутри клетки, замок на ней взломать нельзя.

На клетках сидят два невидимых @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{беса}. Пока вокруг никого нет, они дразнят пленников пустыми угрозами и насмешками, а пленники не отвечают и не кричат, боясь, что бесы их ужалят. Бесы не станут ввязываться в бой с хорошо вооружёнными нарушителями. Если кто-то попытается освободить пленника, ближайший невидимый бес пролезет между прутьями решётки и ужалит пленника насмерть, став при этом видимым. В свой следующий ход бес снова станет невидимым и скроется над стропилами.

Пленники. В северной клетке сидит Шолин Зораз (нейтральная женщина, человек, простолюдин), руководившая ремонтом канализации и планировавшая проложить городскую канализацию Нижнего Города в том месте, где находится подземелье Мёртвой Троицы (см. стр. 20). Герцогиня Вантампур хочет подержать здесь Шолин несколько дней, прежде чем отпустить. Бесы так запугали Шолин, что, если её освободят, она откажется от своих планов и не посмеет сказать ни слова против Вантампуров до конца своих дней. В южной клетке сидит Кейджил Орунмар (нейтральный злой мужчина, человек, простолюдин), сборщик налогов, устроивший Вантампурам проблемы. Герцогиня Вантампур намерена убедиться, что никто важный его не хватится, а затем убить Кейджила и скормить останки крысам в канализации. Если его освободят, Кейджил намерен покинуть Врата Балдура навсегда.

(ур.4) Подземелье виллы

В подземельях и канализации под виллой Вантампуров герои встречают Тейвиуса Крига и находят Щит Скрытого Владыки.


Как заведующая городской канализационной системой, Таламра Вантампур отгородила канализацию под своей виллой и создала персональное подземелье, где проводит религиозные церемонии и принимает гостей, столь же преданных архидьяволице Зариэли.

Особенности подземелья

Подземелье необычайно чисто и в отличном состоянии. Его основные особенности описаны далее.

Освещённые тоннели. Тоннели 9 футов высотой и со сводчатыми потолками. Масляные фонари с тол стыми зеленоватыми стёклами висят на футовых железных цепях через равные промежутки. Каждый фонарь испускает тусклый свет в радиусе 10 футов.

Железные двери. Двери сделаны из клёпаных листов железа, с железными ручками и хорошо смазанными петлями. В некоторых дверях есть замки или окошки, запираемые на засов, если это отдельно указано. Пер сонаж может взломать замок инструментами вора, успешно пройдя [[/check dexterity 15 format=long]], или выломать запертую дверь, успешно пройдя [[/check athletics 24 format=long]].

Поверхности и потайные двери. В подземелье кирпичные стены и полы из каменной плитки. В помещениях гипсовые потолки высотой 10 футов. Потайные двери сливаются с окружающими стенами, но персонаж с ночным зрением или при достаточном освещении может найти потайную дверь, успешно пройдя [[/check perception 10 format=long]].

Запах благовоний. Пары культистов-людей в чёрных мантиях ходят по коридорам с курильницами, постоянно наполняя подземелье дымом благовоний, чтобы заглушить тошнотворную вонь канализации.

Зоны подземелья

Прежде чем персонажи спустятся в подземелье, позвольте им повысить уровень до 4-го.

Эти места отмечены на карте 1.6 (стр. 37).

В2О. Погреб

Персонажи могут войти в этот погреб, спустившись по лестнице из зоны В7, или через восточную дверь. Зачитайте выделенный текст, описывая, что они видят, зайдя с любого направления:

Четыре каменные колонны поддерживают сводчатый потолок высотой 10 футов. В этом сухом погребе вдоль стен стоит дюжина бочек на деревянных козлах. В половину бочек вставлены латунные краны. В помещении также есть две груды деревянных ящиков — одна в середине, другая у южной стены.

В верхнем ящике в середине помещения сидят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьявола}, которые следят за происходящим через дырочки в стенках ящика. При виде нарушителя трое дьяволов выскочат и атакуют. В остальных ящиках в середине погреба хранятся вяленое мясо, буханки хлеба, головки сыра и прочая провизия, которой Вантампурам и культистам в подземелье хватило бы на ме сяц. В ящиках у южной стены хранятся свечи, склянки с маслом, благовония и крысоловки.

В шести бочках — питьевая вода, а в шести других — эль.

В21. Винный погреб

Более двухсот бутылок вина, заткнутых пробками, лежат на стойках высотой семь футов, занимающих западную и южную стены. В середине помещения сложены пустые деревянные ящики.

Сокровища. В семнадцати бутылках изысканное вино (по 10 зм за бутылку). Остальное вино на стойках — дешёвое (по 1 см за бутылку).

В22. Канализация

Обитатели подземелья часто пользуются этими освещён ными тоннелями. В воздухе висит густой запах благовоний (см. «Особенности подземелья»).

Гладкие каменные желобы, вытесанные в полу, от водят воду и стоки в зону Взо. Жёлобы шириной 4 фута и глубиной з фута, через неравные интервалы их пере секают изогнутые каменные мостики. Проходы по обе стороны жёлоба шириной з фута.

Бродячие чудовища. Обычные крысы время от времени попадают в подземелье через открытые трубы, торчащие из стен. Культисты расставляют крысоловки, когда оку ривают подземелье благовониями. Проходя по тонне лям, персонажи могут наткнуться на этих культистов.

В обычной сцене будут участвовать два принципиальных злых человека-@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культиста } в чёрных мантиях и золотых масках в виде дьявольских рож (стоят 25 зм, если найдётся покупатель) с курильницами, в которых тлеют благовония. Маска дьявола закрывает всё лицо, кроме глаз, ноздрей и рта. Каждая маска выглядит уникально.

Если сцена происходит в тоннеле, где есть жёлоб в середине, двое культистов будут идти по разные его сто роны в одном направлении, слегка помахивая курильницами. Можете усложнить сцену, заменив культистов @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{фанатиками культа} или добавив одного-двух невидимых бесов в сопровождение.

Если кого-то из таких культистов победят, снизьте число культистов в сцене в зоне В33 соответственно. Если персонажи не потрудятся спрятать тела убитых культистов, кто-нибудь рано или поздно найдёт их и преду предит @UUID[Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1]{шипастого дьявола} в зоне В26, если его к тому времени ещё не победили. Поднятый по тревоге дьявол начнёт обшаривать подземелье в поисках нарушителей.

В23. Холодный погреб

Вантампуры хранят в этом помещении туши скота и прочее сырое мясо. Посреди погреба с 10-футового потолка свисают шесть 3-футовых цепей, каждая с крюком. На четырёх висят освежёванные кабаньи туши, остальные два пусты.

В24. Столовая

Тут культисты обедают, но к первому приходу персо нажей здесь никого нет. В середине столовой стоят два деревянных стола со скамьями по бокам. Столовую осве щают шесть высоких кованых железных канделябров, расставленных у стен. Каждый канделябр высотой шесть футов, на нём горит девять свечей.

В25. Кухня

Тут культисты готовят еду, но к первому приходу пер сонажей здесь никого нет. В кухне неприятно жарко, тут горит пара чугунных печек, возле которых сложены дрова. Из прочей мебели есть деревянный стол, на ко тором готовят еду, и полки с тарелками, кружками, горшками и прочей утварью, а также банками с ингредиентами и приправами.

В26. Храм Зариэли

Железные двойные двери в этот зал украшены дьяволь скими рунами, вырезанными на арке. Персонаж, пони мающий дьявольский, может перевести руны: «Та, что пала, может вновь взлететь». Прислушавшись у двойных дверей или у одной из потайных, ведущих в этот зал, персонаж услышит, как полдесятка гуманоидов напевают на дьявольском языке.

Прислушавшись к хору, персонаж, понимающий этот язык, разберёт, что хор поёт хвалу архидьяволице Зариэли за неустанную борьбу в Войне Крови.

Замаскированные персонажи

Персонажи могут замаскироваться под культистов, сняв с побеждённых врагов маски и мантии. При такой маскировке у персонажей преимущество к проверкам Харизмы (Обман), чтобы обмануть дьяволов и культистов в подземелье под виллой Вантампуров.

Когда персонажи войдут внутрь, начните сцену, зачитав вслух следующий текст:

Два ряда высоких кованых железных канделябров с девятью свечами каждый озаряют мерцающим светом своды этого зала. Семифутовая статуя ангела с горящими белыми глазами и длинным мечом стоит на постаменте на юге. К западу от статуи стоит дьявол ростом шесть футов, ощетиненный шипами, и глядит на четверых культистов в чёрных мантиях. Те стоят на коленях в середине зала и распевают, их лица скрыты золотыми масками дьяволов. Стены украшают девять гобеленов, изображающих круги Девяти Преисподних.

Бестия с шипами — это шипастый дьявол по имени Одиус. Зариэль послала его служить герцогине Вантампур, и только им обеим он подчиняется. Поющие фигуры — принципиальные злые люди-культисты в чёрных мантиях и золотых масках дьяволов, аналогичных тем, что у культистов в зоне В22. Дьявол и культисты атакуют нарушителей, едва завидят, но персонажи могут об мануть их маскировкой (см. врезку «Замаскированные персонажи»).

Статуя. Изображает Зариэль в ангельской форме. Это объект крупного размера с КБ 17,33 ПЗ и невосприимчи востью к урону огнём, ядом и психическому урону. Ста тую можно повалить, успешно пройдя [[/check athletics 20 format=long]], при ударе о пол она расколется.

Сокровища. Голова и шея статуи полые. Внутри спрятана @UUID[Compendium.sc-items.sc-items.Item.LhjoxKm7bVhnN9vf]{+1 булава}, которую можно достать, только разбив статую. Навершие булавы испускает яркий свет в ради усе 5 футов и тусклый ещё на 5 футов. Носитель булавы может погасить или зажечь свет в качестве действия (именно от этого света горят глаза статуи).

В27. Тоннель для побега

За потайной дверью скрыт тоннель с деревянной лесен кой в северном конце. Лесенка поднимается по верти кальному лазу на 15 футов к люку в зону В2.

В28. Тайное святилище

Эта комната спрятана за потайными дверями (см. «Особенности подземелья», стр. 37). Скрип дверей при открытии такой громкий, что обитательница комнаты его заметит. Зачитайте следующий текст, когда персонажи войдут:

Комнату освещает пара кованых железных канделябров в северо-восточном и юго-восточном углах, на каждом горит по девять свечей. Их мерцающий свет озаряет алтарь на когтистых ножках, вырезанный из цельного куска обсидиана. Из его вершины извергается язык пламени в форме ангела. Перед алтарём на коленях стоит седая женщина.

Женщина у алтаря — @UUID[Actor.f2YuI8IPtZPNs9oK]{герцогиня Таламра Вантампур} (параметры см. во врезке). Она одета в роскошное платье, подобающее её титулу, и не вооружена. Однако у неё есть магические силы, дарованные Зариэлью, её покровительницей из Преисподней. Незваных гостей она встретит враждебно и не побрезгует лично отходить врагов кулаками, если начнётся драка. Не за бывайте о её ответном действии Адское возмездие, ко торое можно использовать дважды в день (но лишь один раз до её следующего хода).

Если у неё останется менее половины ПЗ, Таламра попробует отступить через ближайшую незаблокированную потайную дверь. Она либо переместится в зону В36, либо сбежит через зону В27. Но она настолько горда, что скорее умрёт, чем сдастся в плен, — и готова пожертво вать даже сыновьями, но не поддастся на шантаж. Когда же смерть настигнет её, последнее, что Таламра скажет: «Встретимся в Преисподней».

В кармане платья Таламра носит два ключа. Один от пирает сундук в её спальне (зона В17), другой — двери в хранилище (зону В36).

Обсидиановый алтарь. Чёрный алтарь весит 8оо фунтов и украшен маленькими дьявольскими рунами, выре занными вокруг языка пламени в форме ангела высотой девять дюймов, вырывающегося из его вершины. Пламя отдалённо напоминает Зариэль. Если стереть хоть одну руну, пламя погаснет, а алтарь расколется надвое.

В29. Тюрьма

Зачитайте следующий текст, когда персонажи откроют дверь:

В центре помещения стоит широкоплечая фигура слиловой кожей и бородой из щупалец, извивающихся, точно змеи. Тварь сжимает глефу и глядит на вас из тьмы, на её поясе висит связка ключей. По обе стороны поме щения тянутся железные двери, каждая с небольшим окошком, запертым на засов.

Тюремщик — @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатый дьявол} по имени Тосс, он атакует любого, кого сочтёт нарушителем или угрозой. Персонажи, переодетые культистами, могут обмануть Тосса, чтобы тот позволил им допросить или выпустить пленников (см. врезку «Замаскированные персонажи», стр. 39). Ключи на поясе дьявола отпирают камеры.

В двух камерах (на ваш выбор) сидят пленники. Остальные четыре пусты, но в них могут оказаться персонажи, попавшие в плен (см. врезку «Персонажи в плену»). Если вам надо ввести нового члена группы вместо убитого, он может начать приключение как пленник, запертый в одной из пустых камер.

Фаластер Фиск. Первый пленник — низенький, худощавый и образованный мужчина-человек лет пятиде сяти. Фаластер родом из Калимшана, он нейтральный шпион без оружия. Он говорит на всеобщем и дьявольском и носит длинный кафтан. Волосы у него тёмные, а аккуратная бородка выкрашена алым.

Фаластер работает на тифлинга Сильвиру Савикас, знатока Девяти Преисподних, которая живёт в Кэндлкипе. Когда Тейвиус Криг прибыл во Врата Балдура несколько дней назад, Фаластер вскоре прослышал, что Вантампуры его скрывают. Он начал разнюхивать подробности и был схвачен. Со спасителями он может поделиться такими полезными сведениями:

Если Фаластера выпустить, он поможет персонажам по мере сил, но постарается не лезть в драку. Зная, что может попасться, он добыл и запомнил схему подземелья под виллой Вантампуров. Он может отвести героев в потайные комнаты (зоны В28 и В34) и хранилище Вантампуров (зону Взб).

Сатиир Тион-Хьюн. Вторая пленница — худощавая аристократка-человек за семьдесят. Леди Сатиир родилась в богатой и влиятельной патриарской семье Хьюн. У неё параметры нейтрального злого @UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{благородного }без оружия и брони (КБ 11). Вантампуры похитили её, чтобы использовать как заложницу на случай, если Хьюны выяснят, кто похитил Щит Скрытого Владыки из их семейного склепа.

Втайне от Вантампуров Сатиир состоит в злодейском тайном обществе, чьи члены зовут себя Рыцарями Щита и провозгласили себя стражами @UUID[Item.yTwuWzWH9U8y49yB]{Щита Скрытого Владыки}. Но спасителям Сатиир о щите не скажет. Она заявит, что Вантампуры хотели, чтобы Хьюны не мешали Таламре Вантампур стать верховной герцогиней. Если отпустить Сатиир, она предупредит свою семью и союзников, что щит украли Вантампуры, и разрушит политическую карьеру герцогини Вантампур во Вратах Балдура. Персонажи могут встретить товарищей Сатиир по пути в Кэндлкип (см. «Рыцари Щита», стр. 44).

Взо. Железная решётка

Здесь тоннель плавно спускается к югу, выводя воду и стоки в городскую канализацию. Тоннель перекрывает ю-футовая квадратная вертикальная решётка из железных прутьев, промежутки между прутьями — 6 дюймов. Этого хватит для крысы, но персонажи обычного раз мера протиснуться не смогут. Прутья накрепко вмурованы в пол и потолок.

Персонаж может согнуть прутья, успешно пройдя [[/check athletics 25 format=long]], и создать проход, через который может протиснуться гуманоид среднего или меньшего размера.

Персонажи в плену

Если персонажей победят на вилле Вантампуров или в подземелье под ней, вы можете решить, что злодеи стабилизировали умирающих персонажей, забрали их снаряжение (его сложат в зоне В28) и заперли в тюрьме (зона В29). чтобы герцогиня Таламра Вантампур и культисты допросили персонажей и выяснили, что им известно. Это позволит отыграть побег из тюрьмы вместо полной гибели группы.

В31. Ризница

У стен в этой зоне стоят четыре деревянных платяных шкафа. Тут культисты оставляют мантии и маски, пре жде чем выйти из подземелья в город. Шкафы у западной стены пустуют. Обыскав шкаф у южной стены, персо нажи найдут четыре чёрные мантии и четыре золотые маски дьяволов (такие же, как у прочих культистов в этом подземелье).

В32. Соединительный тоннель

Тусклый свет двух зелёных фонарей не освещает коридор полностью, оставляя в его концах области темноты. Тоннель охраняют два принципиальных злых человека, @UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{фанатика культа}, по одному на каждом конце. Персонажи с ночным зрением или собственными источниками света заметят фанатиков. В остальных случаях фанатики застигнут их врасплох. Фанатики носят чёр ные мантии и золотые маски дьяволов, аналогичные мантиям и маскам прочих культистов. Звуки боя отсюда услышат культисты в зоне В33, они вооружатся, но останутся на месте.

В33. Казарма культистов

Эту комнату освещают два высоких кованых железных канделябра с девятью мерцающими свечами каждый. По периметру помещения стоят десять деревянных коек, рядом с каждой незапертый сундук с повседневной одеждой культистов.

Тут собрались десять @UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культистов}, за вычетом тех, кого победили в зоне В22. Это принципиальные злые люди в чёрных мантиях и золотых масках дьяволов. Некоторые из них дремлют, другие сидят на койках и обсуждают слухи о роли Тейвиуса Крига в падении Эльтуреля и планах герцогини Вантампур насчёт Врат Балдура. Нарушителей культисты не потерпят. Звуки боя отсюда услышат фанатики культа из зоны В32, которые тут же придут выяснить, в чём дело.

В34. Зал для ритуалов

Это помещение скрыто за потайными дверями (см. «Особенности подземелья», стр. 37), у него следующие особенности:

Гипсовые своды этого зала высотой 10 футов украшены образами жутких крылатых дьяволов, которые взирают на символ, изображённый на полу: диск из чёрного камня с девятилучевой золотой звездой в центре. Диск окружают четыре кованых железных канделябра с оплавленными незажжёнными красными свечами.

В этом зале культисты проводят дьявольские ритуалы, дающие эффект заклинания @UUID[Compendium.sc-spells.sc spells.Item.tcbPKZ032ySYHuDs]{прорицание}, только в этом случае заклинание обращается к дьяволу, который появляется в столпе дыма над символом на полу. На потолке изображены исчадия ада, их узнает любой персонаж, успешно пройдя [[/check religion 15 format=long]].

В35. Жилище Тейвиуса Крига

Опишите игрокам это помещение так:

Кованые железные канделябры с мерцающими свечами озаряют эту комнату. Здесь тепло благодаря чугунной печке на ножках. Напротив потрескивающей печи стоит скромный письменный стол и такой же стул. Из прочей мебели есть обеденный столик со стулом, кровать, железный сундук в изножье кровати и два гобелена. На одном изображены духи, восстающие из реки Стикс в виде дьяволов-лемуров, на другом — покойник, висящий на крючьях и цепях, как марионетка.

Сокровища. Тейвиус хранит в сундуке символ религии Торма (серебряная подвеска в виде правой рукавицы на серебряной цепочке). Он стоит 25 зм. Больше в сундуке ничего нет.

В36. Хранилище Вантампуров

Дверь в это помещение заперта (см. «Особенности подземелья», стр. 37), единственный ключ есть у герцогини Вантампур. Изнутри дверь можно отпереть без ключа.

Когда персонажи откроют дверь в хранилище, зачитайте или перескажите следующий текст, чтобы начать сцену:

В помещении стоят четыре деревянных столика, на каж дом— по два деревянных ларца. Настене напротив двери висит красивый золотой щит. Перед щитом стоит пожилой мужчина в простой одежде с зажжённой свечой в руке. Он оборачивается на дверь, и вы видите, что тень, которую он отбрасывает на стену, принадлежит не ему, а толстой рогатой бестии с крылышками.

Это Тейвиус Криг (параметры см. на стр. 42.), прежде высший наблюдатель Эльтуреля и бывший священник Торма (бога отваги и самопожертвования). Он потерял способность творить заклинания, когда отрёкся от своей веры, и теперь лишь притворяется, что поклоняется этому богу. За ним на стене висит Щит Скрытого Вла дыки, он изображён и описан в приложении В. Тейвиус поговорил с Гарготом, дьяволом, заточённым в щите, и выяснил, что щит отчасти виноват в том беззаконии, что творится во Вратах Балдура. Тейвиус уверен, что через некоторое время поймёт, как использовать щит, чтобы низвергнуть Врата Балдура в Авернус.

Тейвиус жаждет власти и уважения своих владык из Преисподней. Однако он не любит насилие и по возмож ности избегает боя. Он будет лить крокодиловы слёзы по Эльтурелю, заявляя, что как раз навещал приход в паре миль за городом, когда тот исчез, и был в ужасе при виде падения города. Поймать его на лжи нетрудно.

Тейвиус солжёт и о своих отношениях с герцогиней Вантампур. Он заявит, что её стража схватила его сразу по прибытии во Врата Балдура и что герцогиня застав ляет его разгадывать магические свойства этого небес ного щита, который её семейство «добыло» из склепа под городом. Несмотря на всю свою лживость, Тейвиус не сможет объяснить свою дьявольскую тень.

Если Рея Ментелморн пришла с группой, она будет потрясена встречей с высшим наблюдателем и не позволит персонажам причинить ему вред, пока будет верить, что он невиновен. Изменившейся тени недостаточно для доказательства вины. Чтобы убедить Рею, что Тейвиус — злодей, нужно выбить из него признание, успешно пройдя [[/check intimidation 15 format=long]], или показать, что он неспособен творить заклинания. Если персонажи убьют Тейвиуса, они могут встретить его вновь в главе з, когда его душа станет дьяволом.

Щит Скрытого Владыки. Дьявол Гаргот заперт в Щите Скрытого Владыки и хочет оттуда сбежать. Он считает, что сможет вырваться, если щит доставят в Девять Преиспод них, а для этого ему нужна помощь персонажей.

Гаргот ощущает появление персонажей в хранилище и телепатически свяжется с одним из них, выбрав случайно. Он назовётся Скрытым Владыкой, заявит, что он небожитель, и пообещает, что поможет персонажам спасти Эльтурель, если они возьмут щит с собой в Девять Преисподних. Скрытый Владыка также предупредит их, что за щитом охотится тайное общество злодеев и рано или поздно его члены найдут его. Гаргот заявит, что тай ное общество не желает, чтобы силы щита были исполь зованы во благо, и это правда.

Герцогиня Вантампур и Тейвиус Криг обещали Гарготу, что помогут ему вырваться из щита, если дьявол отравит город злом и сплотит патриаров вокруг герцогини — а значит, и архидьяволицы Зариэль. Только тогда Врата Балдура смогут разделить участь Эльтуреля. Впро чем, Гаргот с радостью воспользуется более лёгким спо собом вернуться в Девять Преисподних, если персонажи поддадутся на уговоры. Скрытый Владыка верен только самому себе.

Сокровища. Восемь ларцов не заперты. В них хранятся деньги семейства Вантампур, а также сокровища, укра денные у Тиамат на Авернусе. Герцогиня Вантампур планирует потратить эти средства на подкуп городских патриаров и чиновников, чтобы те поддержали её как новую верховную герцогиню.

В первом ларце зо электрумовых слитков (по 10 зм каждый), принадлежащих семье Вантампур.

Во втором, третьем и четвёртом ларцах по [[/award 100gp]]{, принадлежащих семье Вантампур.}

В пятом ларце две части сломанного церемониального кинжала из сокровищницы Тиамат: кривое лезвие из слоновой кости, украшенное надписью «Клык» драконьими рунами, и костяная рукоять, обёрнутая полосками кожи и украшенная самоцветами. Фокус починка может восстановить этот немагический кинжал, после починки он стоит 250 зм.

В шестом и седьмом ларцах по [[/award 100gp]]{, принадлежащих семье Вантампур.}

В восьмом ларце двадцать лазуритов (по 10 зм каждый), украденных из сокровищницы Тиамат.

Последние сцены во Вратах Балдура

Если персонажи не сумеют найти дьявольскую коробку с се кретом Тейвиуса Крига (см. зону В13) или Щит Скрытого Владыки (см. зону В36), пусть персонаж мастера вроде Реи Ментелморн или Фаластера Фиска посоветует тщательнее обыскать поместье Вантампуров. Рея — Всадница Преисподней, а потому чует присутствие небесного щита и попросит персонажей забрать его, чтобы он не попал в злые руки. Аналогично Фаластеру ненавистна мысль оставлять коробку в особняке, чтобы та досталась кому-то ещё.

Если Слюногрыз (см. зону В5) сопровождает группу, он может вывести персонажей к коробке с секретом. Пленные злодеи тоже могут навести на коробку или щит, если нужно. Когда персонажи найдут эти предметы, Фаластер настоятельно посоветует доставить их Сильвире Савикас в Кэндлкип. Если Фаластера или Рею пригласить в путешествие до Кэндлкипа, они с радостью согласятся. У Фаластера есть скромное жилище в Малом Калимшане — огороженном гетто во Внешнем Городе, и он предложит зайти туда, чтобы забрать его оружие и снаряжение, прежде чем отправляться в Кэндлкип.

Доклад капитану Зоджу

Избавив город от семейства Вантампуров и их культа дьяволопоклонников, персонажи могут вернуться к капитану Зоджу и доложить об успехах, сдать бляхи Пламенного Кулака и получить причитающуюся награду. Зодж будет доволен, что Вантампуры ему больше не помеха. Если персонажи доложат, что кто-то из членов семьи ещё жив, Зодж пообещает поймать их и покарать за преступления.

Командор Портир

Пока персонажи обсуждают свои дела с капитаном Зоджем, встречу прерывает прибытие высокопоставленного офицера Пламенного Кулака. Зачитайте или переска жите игрокам следующий текст:

Вашу встречу с капитаном Зоджем прерывает прибытие нескольких солдат Пламенного Кулака в латных доспехах. Из-за стены мечей и стали выходит седеющая женщина в броне и белом плаще.

«Так это и есть безумцы, разворошившие все крысиные гнёзда в этом богами забытом городе?»

«Командор Портир?—удивляется Зодж. — Но мне сказали, что вы прибудете в город только через десятидневку!»

«Городские власти хотели, чтобы вы так и думали, капитан,—отвечает она. Обернувшись к вам, она добавляет:— Надеюсь, вас достойно вознаградили?»

До недавних пор Лиара Портир (параметры см. во врезке) командовала аванпостом Пламенного Кулака в форте Белуриан на далёком тропическом полуострове Чалт. Её дядя — герцог Диллард Портир из Врат Балдура, один из двух оставшихся правителей (если герцогиня Вантампур не выжила). Герцог Портир вызвал племянницу, чтобы она приняла командование Пламенным Кулаком, пока верховного герцога Рейвенгарда нет. Её прибытие уско рили при помощи магии.

Лиара планирует объявить себя преемницей Ульдера Рейвенгарда, но в душе надеется, что герцог ещё жив. Если персонажи считают, что у них есть шанс спасти Эльтурель, а с ним и Рейвенгарда, Лиара настойчиво посоветует им заняться этим. Жизнь в Чалте приучила её уважать искателей приключений и их умение доби ваться результата.

Если персонажи не нашли Фаластера Фиска в подзе мелье под виллой Вантампуров, именно Лиара Портир посоветует отправиться в Кэндлкип и найти Сильвиру Савикас, которая знает многое о Девяти Преисподних. Сильвира может помочь им открыть дьявольскую коробку с секретом и разгадать тайны Щита Скрытого Владыки.

Убедившись, что персонажи получили положенную на граду, Лиара поблагодарит их за службу Вратам Балдура. Теперь ей надо сосредоточиться на различных угрозах безопасности города. Но прежде она позволит персо нажам покинуть Врата Балдура, когда те будут готовы, и даже предоставит каждому по скаковой лошади или пони, чтобы они побыстрее добрались до Кэндлкипа. Она также может дать героям двуколку с мулом, гружённую провизией, напитками и прочими припасами.

Дорога до Кэндлкипа

Когда персонажи будут готовы отправиться в Кэндлкип, зачитайте игрокам следующий текст:

Ворота Василиска открываются, и солдаты Пламенного Кулака с трудом сдерживают беженцев из Эльтургарда. Вы проталкиваетесь сквозь толпу этих несчастных, и они рыдают, когда ворота Василиска вновь закрываются. Грунтовая дорога ведёт сквозь трущобы Внешнего Города, мимо района Малый Калимшан, к длинному пролёту Переправы Змия.

Если Фаластер Фиск сопровождает группу, он отведёт их в свой дом в Малом Калимшане. В придачу к оружию он прихватит старую книгу калишитских рецептов — она пригодится в качестве платы за вход в великую библио теку Кэндлкипа (см. «Вход в Кэндлкип», стр. 46).

Переправа Змия

Персонажам нужно пересечь реку, чтобы выйти на При брежный тракт, ведущий на юг в Кэндлкип. Зачитайте следующий текст, чтобы описать сцену:

Два грандиозных моста соединяются на высоком скалистом островке посреди реки Чионтар. По краям каждого моста тянутся постройки и прилавки купцов, из-за чего реку не видно с узкой дороги, проходящей между ними.

Деревянные разводные мостки соединяют эти мосты с бастионом, расположенным на острове. Над бастионом гордо реют флаги Врат Балдура и Пламенного Кулака.

Переправа Змия — рай для карманника, каждый путник тут рискует быть обчищенным. Пока персонажи идут с одного конца Переправы Змия на другой, пусть каждый игрок бросит [[/r d20]] (за персонажей мастера, сопровождающих группу, бросать не надо). Персонаж или персонажи с наименьшим результатом становятся жертвами карманника (используйте параметры бандита).

С помощью значения [[/skill perception 15 passive format=long]] персонажа определите, успешна ли кража. Если значение персонажа 11 или выше, кражу заметили и предотвратили. Если ниже, вор убегает с одним предметом, весящим 1 фунт или меньше (вроде кошелька или зелья), и исчезает в толпе, прежде чем кражу успевают заметить. Если персонажа обокрали, спросите игрока, какие небольшие предметы нёс персонаж, и решите, какой из них украден.

Рыцари Щита

Эта сцена произойдёт, только если персонажи везут Щит Скрытого Владыки. Если нет, переходите сразу к разделу «Легенда о Всадниках Преисподней». Зачитайте следующий текст, чтобы описать сцену:

Переправа Змия и Врата Балдура исчезают из виду, а вы едете по Прибрежному тракту—грунтовой дороге, ведущей в такие далёкие страны, какТетир, Амн и Калимшан. Кэндлкип находится примерно в полутора сотнях миль к юго-западу—дорога займёт пять дней.

Навстречу вам по дороге едет человек-крестьянин на телеге, полной сена, которую тянут две лошадитяжеловоза. Подъезжая ближе, крестьянин дружелюбно машет вам.

Крестьянин — это Каддрус, принципиальный злой камбион, сотворивший иной облик, чтобы скрыть свой истинный вид. В сене прячутся злые пособники камбиона: три человека-@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{ветерана}, говорящие на всеобщем и дьявольском. Их зовут Фалар аль-Ришаль, Заруд аль-Ришаль и Нульра Блэксэддл. Когда камбион отдаст приказ на дьявольском, ветераны выскочат из сена и атакуют. Камбион же примет истинную форму, взлетит в воздух и атакует существ Огненным лучом. @UUID[Compendium.sc-creatures.sc-creatures.Actor.j5B6SJ9wOWIRAZIh]{Лошади-тяжеловозы} — это обычные животные, но не из пугливых.

Каддрус и ветераны — члены тайного общества Рыцарей Щита (см. зону В29, стр. 40). Их цель — убить персонажей и вернуть Щит Скрытого Владыки патриарскому семейству Хьюнов во Вратах Балдура. Если ветеранов убьют или выведут из строя, Каддрус улетит во Врата Балдура и доложит начальству. Если камбион сбежит, персонажи могут вновь встретить его в Кэндлкипе в облике монаха. При следующей встрече Каддрус будет драться с группой насмерть за щит.

Легенда о Всадниках Преисподней

Если Рея Ментелморн сопровождает группу, во время пятидневного пути до Кэндлкипа она расскажет на привале такую легенду:

«Беды начались более столетия назад. Бестии проникли на земли к северу и западу от Эльтуреля. Они оскверняли поля, резали скот, разрушали дома, а народ похищали — и судьба пропавших была неизвестна, но, вне сомнения, ужасна. Ужас охватил сердца всех.

Городская конница проскакала постране, рубя бестий всюду, где находила, и несла ужасные потери. Но этого было недостаточно. За каждую убитую бестию, казалось, появлялось две. Владыка Эльтуреля, верховный всадник, велел народу молить богов о спасении. И ко всеобщему изумлению, на следующий день в город спустилась могучая ангельская дева. Её звали Зариэль, что значит Спутница Света. Молитвы Эльтуреля были услышаны — подмога пришла!

Зариэль нашла врата, через которые в наш мир прорывались бестии, на Полях Мёртвых к западу от города. Зариэль объявила, что поведёт конницу на Авернус, чтобы разбить собравшуюся там орду и нанести сокрушающий удар силам тьмы.

Верховный всадник отправил рыцарей Эльтуреля, которых теперь были тысячи, а Зариэль возглавила их верхом на золотом мастодонте. С яростными криками Зариэль и её армия ринулись во врата. Легионы Авернуса содрогнулись в ужасе от её натиска, но не отступили. Зариэль потерпела поражение, а остатки её воинства вернулись в Эльтурель. Они печалились, что потеряли славного полководца, но не сомневались, что отныне владыки Девяти Преисподних дважды подумают, прежде чем снова грозить Эльтурелю.

И было великое празднование во славу отважных рыцарей, и стого дня они зовутся Всадниками Преисподней»

(ур.4) Кэндлкип

Искатели приключений относят дьявольскую коробку с секретом Тейвиуса Крига мудрецу-тифлингу в Кэндлкип. Чтобы спасти Эльтурель, она подсказы вает героям, как попасть в Девять Преисподних, даёт карту Авернуса и проводника-оллифанта.


Кэндлкип — это крепость, приютившаяся на скале, нависающей над морем Мечей. К ней ведёт лишь одна дорога — Львиный тракт, который ответвляется на запад от Прибрежного.

Кэндлкип всегда открыт для посетителей и славится одной из величайших библиотек на Фейруне. Монахи Кэндлкипа хранят пророчества Алондо Видящего, одинокого мудреца, чьи предсказания за много лет оказались верны. После смерти Алондо Кэндлкип стал местом почитания его пророчеств и накопления знаний в целом. Если нужно раскрыть тайну, ключ к ней наверняка можно найти в Кэндлкипе.

Сцены в Кэндлкипе основаны на общении и исследовании. Здесь произойдут такие события:

Львиный тракт

Зачитайте следующий текст, чтобы описать последний день пути до Кэндлкипа:

В последние четыре дня погода на Прибрежном тракте явно испортилась. Из тёмных туч льёт как из ведра, дорога размокла до жидкой грязи, но вы всё ещё едете мимо купеческих караванов, направляющихся на север.

Утром пятого дня дождь утихает, но тучи не рассеиваются. Впереди вы видите ответвление от тракта, ведущее к морю. Мрачный ворон сидит на дорожном указателе с двумя стрелками, указывающими на запад. Одна стрелка гласит: «Львиный тракт». Другая: «Кэндлкип».

Направившись на запад по Львиному тракту, персонажи прибудут в Кэндлкип к середине дня. Можете показать игрокам иллюстрацию Кэндлкипа и описать им вид, зачитав следующий текст:

Полуденное солнце пробивается сквозь тучи, освещая серые стены и шпили старой крепости, которая величественно высится на скалистом утёсе над морем. Дорога ведёт прямо туда.

Вход в Кэндлкип

Кто-то попадает в Кэндлкип по воздуху, но большинство прибывает пешком или верхом. Когда персонажи ока жутся у ворот, зачитайте игрокам следующий текст:

У ворот вас приветствуют три монаха в лиловых мантиях: человек, щитовой дварф и солнечный эльф. На шее у каждого висит символ Денира, бога письменности, — зажжённая свеча над открытым глазом.

«Добро пожаловать в Кэндлкип! — говорит эльф на всеобщем. — Чтобы вас впустили, требуется дар. Вы должны пожертвовать книгу или свиток, которых ещё нет в архивах библиотеки. Прошу представить ваш дар для изучения».

Все трое монахов — нейтральные добрые @UUID[Compendium.sc-creatures.sc-creatures.Actor.gF9lEjMYCJuFTWow]{священники } Денира (добавьте расовые особенности к их параметрам при необходимости). Монахи изучат любую книгу или свиток, которые им дадут, при этом символы религии на их шеях слегка светятся.

Монахи с радостью примут «Апокалипто» (чёрная книга с виллы Вантампуров, см. зону В13, стр. 36), книгу калишитских рецептов Фаластера Фиска или книгу заклина ний и пропустят персонажей в Кэндлкип. Одного такого подарка достаточно, чтобы пропустить всю группу в би блиотеку. Если персонаж предложит другую книгу или свиток, вы решаете, примут ли монахи этот дар.

Если персонажи попытаются проникнуть в Кэндлкип тайно или силой, их остановит охрана крепости, как описано во врезке «Защита Кэндлкипа».

Когда их впустят, персонажи могут ходить где вздумается и оставаться в библиотеке сколько захотят. Внешние здания — это общежития монахов и жильё для гостей, а также служебные здания, необходимые такому закрытому поселению (бани, мастерские портных, склады, сады и тому подобное). В Кэндлкипе даже есть паб под названием «Очаг».

«Очаг»

В кэндлкипском пабе гости и монахи могут отдохнуть в хорошей компании и пообедать. Зачитайте следующий текст, описывая «Очаг»:

У паба низкий потолок с массивными деревянными стропилами и узкие окна со ставнями. Огромный очаг в центре зала окружён шестью столами и скамейками.

Одновременно тут могут сидеть до тридцати посетителей. «Очаг» открыт круглые сутки, и огонь в центре никогда не гаснет. Днём в пабе обычно дюжина посети телей, во время обеда и ужина — больше.

При первом появлении персонажей в пабе один не обычный завсегдатай: хаотичный добрый огр, носящий тиару интеллекта. Он одиноко сидит в углу, почитывая книгу «Сумма теологии» св. Витиры — служителя Огмы, бога знаний.

Всего несколько лет назад этот огр не отличался от грубых и жестоких сородичей. Но потом он встретил искателя приключений, полурослика, носившего золотую тиару интеллекта, прибил эту мелочь и завладел предметом. Он сумел настроиться на тиару, и та увеличилась для него в размерах. Став умнее, огр осознал, что поступал неправильно, и решил изменить свою жизнь. Он выбрал себе имя Малютка в честь бедняги-полурослика, чью жизнь оборвал.

Воспитанное общество отвергло его, а потому Малютка приехал в Кэндлкип, чтобы учиться и узнать как можно больше. Он ведёт себя тихо, но стал достопримечательностью крепости. Монахи с ним всегда здороваются и советуют ему новые книги.

Сильвира Савикас

Когда персонажи будут готовы, они могут отправиться в главный бастион, возвышающийся над остальной кре постью. Здесь обитают сотни монахов и волшебников и хранятся тысячи книг и свитков. Там персонажи всегда встретят любезных монахов, которые подскажут им, куда идти. Если Фаластер Фиск сопровождает группу, он уже знает, где лаборатория Сильвиры: в одной из башен Кэндлкипа. Когда персонажи придут на место, зачитайте следующее:

В стенах этого помещения в круглой башне зияют полукруглые окна, сейчас закрытые ставнями. Между окон стоят книжные шкафы, заполненные загадочными книгами, а на столах стоят банки с образцами и алхи мические приборы в полном беспорядке. На полу помещения выложена большая девятилучевая звезда.

У одного окна стоит женщина-тифлинг средних лет в мантии волшебника, поглощённая размышлениями. Науглу стола сидит тощий маленький демон с зелёной пупырчатой кожей, выпученными глазами, чёрными рожками и хвостиком, похожим на плеть.

«Очень рада вас видеть, — говорит тифлинг. — Что вы мне принесли?»

Сильвира Савикас — принципиальный нейтральный тифлинг-@UUID[Compendium.sc-creatures.sc-creatures.Actor.685UmDHRI7CTYn9j]{архимаг}, одна из выдающихся мудрецов Кэндлкипа. Она специализируется на знаниях о Внешних пла нах. Помимо прочих навыков, у неё Расследование +13. Она говорит на всеобщем, демоническом, драконьем, дьявольском, небесном и первозданном языках. Её фамильяр, @UUID[Compendium.sc-creatures.sc-creatures.Actor.1anpNygzgrSqt9Wx]{квазит } Иезавель, придаёт её жизни необходимую долю хаоса и беспорядка. Вряд ли Сильвира вступит в бой, но если до этого дойдёт, помните, что у тифлингов устойчивость к урону огнём и ночное зрение на расстоянии до 60 футов.

Защита Кэндлкипа

Штурмовать Кэндлкип глупо и безрассудно. Большинство монахов — простые учёные, но среди них есть и могучие заклинатели. В случае угрозы архимаг и [[/r 1d4]] мага немедленно явятся проверить, что случилось. Если они не смогут быстро взять ситуацию под контроль, им на помощь придёт ещё [[/r 1d4]] архимага.

Если у персонажей нет при себе коробки с секретом Тейвиуса Крига, Сильвира будет разочарована, но попытается это скрыть. Если ей покажут коробку, она немедленно её схватит и внимательно изучит. Такой же интерес у неё вызовет Щит Скрытого Владыки (она зовёт его «Щитом Гаргота»), но прикасаться к нему она не станет.

Тейвиус и коробка с секретом

О Тейвиусе Криге и его дьявольской коробке с секретом Сильвира скажет вот что:

«Я давно подозревала высшего наблюдателя Эльтуреля, но никто меня не слушал. Крига считали героем, который якобы спас город от орд нежити и основал священную страну Эльтургард.

Пользуясь своей славой, Тейвиус заставил всех жителей Эльтуреля принести клятву—Нерушимую Присягу, обязавшую их защищать Эльтургард. Я встречалась с ним много лет назад и инстинктивно почуяла, что он самозванец. Позже я заподозрила, что он заключил сделку с кем-то из могущественных дьяволов, а с помощью Нерушимой Присяги втянул в эту сделку весь Эльтурель.

Я собираюсь доказать свою гипотезу. Думаю, доказательство заперто в этой коробке с секретом».

Сильвира — знаток магических коробок с секретом, несколько штук она сделала сама и продала. Если персо нажи дадут ей дьявольскую коробку с секретом, она её изучит, попросит Иезавель принести склянку тёмной жидкости, выльет немного на жёлобки в форме лабиринта, покрывающие поверхность коробки. Затем она повертит коробку, чтобы жидкость протекла в нужном направле нии по узорам желобков. Наконец покрытие на коробке раздастся, и она откроется.

Внутри коробки окажется стопка из девяти трёхдюй мовых пластин из тёмного железа, скреплённых цепью и покрытых дьявольскими рунами. Любой, кто понимает дьявольский язык, может перевести их:

Да будет известно, что я, Тейвиус Криг, высший наблюдатель Эльтуреля, присягаю моей госпоже Зариэли, владычице Авернуса, соблюсти договор, заключённый в сей клятве.

Отныне я подчинюсь Зариэли во всём и навсегда. Её я ставлю превыше всех созданий, живых и мёртвых. Я покорюсь ей вжизни и посмертии стрепетом и беспрекословно.

Я принимаю в пользование устройство под названием Солярный Сокрыватель, далее именуемое Спутник. Как высший наблюдатель Эльтуреля и его вассалов, я признаю, что все земли под светом Спутника обещаны Зариэли. Все лица, связанные присягой защищать Эльтурель, также обе щаны ей. Я также признаю, что пользование устройством продлится пятьдесят лет, после чего Спутник вернётся туда, откуда явился, и заберёте собою Эльтурель и присяг нувших ему защитников, если будет на то воля Зариэли.

И в этом я приношу вечную клятву.

Если Рея Ментелморн присутствует при этом, откровение так поразит её, что она рухнет на пол, рыдая по Эльтурелю. Она связана с городом Нерушимой Присягой и понимает, что теперь вернуться в него необходимо. «Если Зариэли нужна моя душа, — скажет Рея, — пусть попробует забрать у меня лично!»

Гаргот и щит

Вот что Сильвира скажет о Щите Скрытого Владыки и запертом в нём дьяволе:

«Этот щит—символ победы добра над злом. При виде такой красоты нетрудно забыть о том, какую чудовищную силу он сдерживает. Думаю, имя ему Гаргот, хотя он предпочитает, чтобы его называли Скрытым Владыкой. Он был исчадием ада, и Асмодей послал его искушать души на Материальном плане. Здесь он обрёл столько последователей, сколько есть не у всех богов. Так Гаргот стал своего рода полубогом, а приток последователей всё больше увеличивал его мощь. О, как низко он теперь пал!

Щит обладает способностью искажать всё вокруг себя. Семейство Хьюнов во Вратах Балдура хранило его много лет. Не сомневаюсь, что они хотели бы его вернуть, но щит не должен находиться там, где обитают тысячи смертных. Его нужно запереть в межпространственном кармане, где он не сможет искушать души!»

Если персонажи задумаются, не оставить ли щит Сильвире, Гаргот телепатически свяжется с персонажем, обладающим наибольшим влиянием в группе, и предложит альтернативный вариант:

«Отнесите меня в Девять Преисподних, и я клянусь, что верно послужу вам проводником и советником!»

Гаргот не лжёт — дьявол отчаянно хочет вернуть щит в Девять Преисподних. Он ошибочно полагает, что сможет вырваться из щита, оказавшись там. Сильвира оставит за персонажами последнее слово, что делать со щитом. В душе она почувствует облегчение, если персонажи заберут щит, — она знает, что злые Рыцари Щита не прекратят свои поиски.

Карта Авернуса на постере

Если персонажи намерены спасти Эльтурель, Сильвира может дать им карту Авернуса — такая в Кэндлкипе только одна. В этот момент разверните карту Авернуса на постере и позвольте игрокам её изучить. Затем Сильвира предостережёт персонажей:

«Эта карта не вполне надёжна, — признаётся Сильвира.— Картограф сошёл сума, работая над ней».

Подробности о том, как использовать карту на постере, см. в главе з.

Путь на Авернус

Сильвира может подготовить заклинание планарный пере ход, но в этом нет смысла — магические обереги Кэндлкипа не позволяют перемещаться в библиотеку и из неё таким образом. Вместо этого она предложит иной план, как отправить персонажей в Девять Преисподних:

«В башне милях в двадцати отсюда живёт волшебник по имени Траксигор. Я ему одолжила пару книг заклинаний, так что он у меня в долгу. Я могу безопасно доставить вас к башне, ауже он сотворит планарный переход и закинет вас прямо в Эльтурель. Важный момент: Траксигор присматривает за моей старой подругой, которая давным-давно сражалась с дьяволами в Девяти Преисподних. Думаю, она вам понравится. Её зовут Лулу».

Персонажам необязательно сразу отправляться в башню Траксигора. Если они захотят некоторое время побыть в Кэндлкипе, Сильвира с радостью их приютит. Но если персонажи задержатся, Рея Ментелморн будет их торо пить. Фаластер Фиск расстанется с группой после этого и останется в Кэндлкипе на несколько дней, а затем вернётся во Врата Балдура.

В библиотеке Кэндлкипа герои смогут больше узнать о Девяти Преисподних. В главе 2 Dungeon Master's Guide («Ру ководства мастера подземелий») есть сведения обо всех девяти кругах. Персонажи могут узнать всё это, проведя день-другой за чтением книг об этом плане. Персонажи также могут почитать о дьяволах и узнать всё, что изложено в раз деле «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Когда персонажи будут готовы отправиться к башне Траксигора, зачитайте или перескажите игрокам следующий текст:

Сильвира выводит вас на посадочную площадку в форме полумесяца, откуда открывается чудесный вид на море. Вас уже ждут несколько осёдланных грифонов и их укротители. «Грифонам велено отвезти вас к башне Траксигора, — говорит Сильвира. — Не бойтесь, это не опасно!»

Укротители могут помочь персонажам влезть на грифонов. Каждый грифон может унести одного седока с его снаряжением. Когда все персонажи сядут, зачитайте следующее:

Грифоны взлетают чуть ниже облаков и направляются прямо в море. С высоты Кэндлкип выглядит столь же величественно, но вот он уменьшается, и грифоны направляются на запад. Под вами проносятся скалистые острова, а за ними раскинулось открытое море. После долгого полёта вы наконец видите каменную башню без окон и дверей, которая каким-то чудом парит в небесах. Грифоны пролетают сквозь зубчатые отверстия в конической крыше башни и приземляются на площадку. Оттуда вниз ведёт винтовая лестница.

Башня Траксигора

Когда грифоны приземлятся, персонажи могут спе шиться и спуститься по лестнице в башню Траксигора. Доставив группу в башню, грифоны после короткого отдыха улетят обратно в Кэндлкип. Зачитайте или перескажите игрокам следующий текст, когда персонажи спустятся в башню:

Этажом ниже вы оказываетесь в захламлённой комнате, освещённой самыми разными вещами, на которые сотворили заклинание вечный свет. По комнате расхаживает выдра в маленькой красной мантии. Выдра бормочет себе под нос на всеобщем что-то о пропавшем металлическом стержне. Внезапно она замечает вас и останавливается.

«Лулу! Проснись! Гости прибыли!» Услышав это имя, из-под груды одеял возле столика, заваленного алхимическим оборудованием, вылезает слоник с золотистой шерстью. Слоник взлетает на пернатых крыльях и радостно трубит хоботом.

Траксигор превратился в выдру много лет назад, решил, что эта форма ему нравится больше, чем предыдущая форма старого мудреца, и сделал форму выдры постоянной с помощью заклинания желание. У него параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.685UmDHRI7CTYn9j]{архимага}, не считая того, что он маленькое животное с Силой 3. Мировоззрение у него хаотичное доброе, он говорит на всеобщем, гномьем, дварфийском, драконьем, полуросличьем и троглодитском.

Вместо заклинания телепортация у него подготовлен планарный переход, а ищет он раздвоенный металлический стержень, необходимый для сотворения этого заклинания. Он уже немного знает о персонажах благодаря заклинаниям послание, отправленным Сильвирой Савикас перед их прибытием.

Герои могут помочь Траксигору в поисках стержня, настроенного на Девять Преисподних. Тот, кто получит наибольший результат при проверке Мудрости (Внимание), найдёт стержень. Тот, кто получит меньше всех, найдёт случайную безделушку, выбранную броском по таблице в главе 5 Player’s Handbook («Книги игрока»), Траксигор не против, если персонаж оставит безделушку себе, и не помнит, откуда она взялась.

Оллифант Лулу

Лулу — @UUID[Compendium.sc-creatures.sc-creatures.Actor.RdRXCEiDK7w6LyLu]{оллифант } (параметры см. на стр. 242), она потеряла память и особенность Врождённые заклинания (это не влияет на класс опасности). Врождённые заклинания вернутся к ней в ходе приключений следующим образом:

История Лулу

Сильвира встретила Лулу, когда изучала портал в Девять Преисподних в Полях Мёртвых к западу от Эльтуреля, и подружилась с ней. Одно время Лулу жила с Сильвирой в Кэндлкипе, но не поладила с фамильяром-квазитом Иезавелью. Сильвира решила, что Лулу будет отличной спутницей для Траксигора, учитывая его эксцентрич ность и доброту. Лулу жизненно необходима для успеха персонажей, хотя они этого пока не понимают.

Лулу умеет говорить на небесном, но предпочитает телепатию, позволяющую ей общаться одновременно с одним существом. Если персонаж спросит Лулу о её битвах с дьяволами в Девяти Преисподних, она расска жет вот что:

«Я была с ангелом Зариэлью, когда она собрала воинство Всадников Преисподней и вторглась на Авернус. Мы прошли через врата, рассекая дьяволов, как песня режет воздух. Победа была так близка, но часть Всадников Преисподней предала нас. Они бежали обратно через врата и закрыли их за собой.

Прежде чем Зариэль схватили, она велела мне спрятать её меч, дабы он не попал в дурные руки. Кто-то помог мне спрятать меч, но не помню кто. Мы нашли подходящее место, но не помню где. Я сбежала с Авернуса, но не помню как. У меня почти не осталось воспоминаний, но не помню почему».

Память Лулу серьёзно повредилась при событиях, которые она не помнит, но вот вам краткое описание этих событий для удобства.

Лулу была не просто спутницей Зариэли. Она была лучшей подругой ангела и её боевым скакуном, умела превращаться в крылатого золотистого мамонта. Они дружили много столетий.

Когда стало ясно, что поражение на Авернусе неизбежно, Зариэль доверила свой меч Яэли, вернейшей из своих генералов, и велела Лулу помочь Яэли спрятать оружие. Лулу и Яэль ринулись сквозь орду демонов под предводительством демонического владыки Йеногу и с трудом прорвались. Любимец Йеногу, исполинский демон Крокек’тоик, гнался за Яэлью и Лулу по всему Авернусу, пытаясь сожрать. Но Яэль успела погрузить священный клинок Зариэли в камень, а Лулу влила в него всю свою небесную сущность до последней капли. Вокруг меча выросла крепость, отпугивавшая любое зло. Этот подвиг так истощил Лулу, что она растерялась и улетела, оставив Яэль.

Лулу скиталась по Авернусу месяцами, прежде чем наткнулась на странствующий рынок — Бродячий Базар. Ракшаса Махади обманом втёрся к ней в доверие, но затем сбрызнул её водой из реки Стикс, из-за чего рассудок её повредился, а магическая сила ушла. Затем Махади отдал Лулу группе дьяволов как дар архидьяво лице Зариэли. Зариэль не смогла выносить вида Лулу, но и навредить старой подруге у неё не поднялась рука. Так что Зариэль отправила Лулу обратно на Фейрун, вернув ей рассудок. Увы, память Лулу так и не удалось восстановить.

Воспоминания Лулу

[[/r 1d6]]Воспоминание
1«Когда-то я умела превращаться в золотистого мамонта! И Зариэль ездила на мне в бою!»
2«Яэль, вернейшая Всадница Преисподней, погрузила меч в камень. А я излила всю доброту своего сердца до капли, чтобы воздвигнуть вокруг него щит, крепость против зла».
3«Владыка демонов Йеногу хочетуничтожитьмеч Зариэли. Он ненавидит и меч, и её. Мы как-то с ним сражались, но не помню где».
4«Я долго блуждала по Авернусу, а потом спряталась в месте под названием Бродячий Базар. Там у меня был друг по имени Махади. Может, он нам поможет».
5«Прежней Зариэли больше нет, теперь это дьяволица, излучающая пламя и ненависть. \"Такова я на самом деле — сказала она мне — Умирая, демоны в ужасе кричат моё имя\". Это последнее, что сказала мне Зариэль».
6«Это Зариэль отправила меня обратно. Не знаю почему. Может, в глубине её души ещё осталась искорка добра?»

Возвращение воспоминаний

Дружба важна для духа и тела Лулу. Чем больше оллифант подружится с персонажами, тем быстрее к ней вернутся утерянные воспоминания. До конца приключе ния Лулу может обретать воспоминания тогда, когда вы решите. В идеале воспоминания должны возвращаться по одному в моменты, когда её дружба с персонажами кажется важной. Когда к Лулу вернутся все заклинания, вернутся и оставшиеся воспоминания.

Когда придёт время вспомнить что-либо, можете бросить [[/r 1d6]] и свериться с таблицей «Воспоминания Лулу», чтобы узнать, что она вспомнила, а можете просто вы брать воспоминание. Если бросок выдал уже вернувше еся воспоминание, перебросьте или выберите другое.

Отыгрыш Лулу

Во всём тельце Лулу нет ни одной злой косточки. Она верит в магию дружбы и мечтает надрать злодеям попки плечом к плечу с персонажами.

Если вас утомит играть за Лулу как персонажа мастера, можете отдать её одному из игроков как второго персонажа. Дайте согласному на это игроку копию блока параметров Лулу (стр. 242), отметив, что сейчас у Лулу нет особенности Врождённые заклинания. Когда к ней вернутся воспоминания и отдельные заклинания, сообщите игроку об этих переменах в персонаже.

Планарный переход

Прежде чем покинуть башню Траксигора, персонажи должны достичь 5-го уровня. Когда они будут готовы отправиться на Авернус, зачитайте следующий текст:

Вы все становитесь в круг, Траксигор звякает металлическим стержнем о пол и творит заклинание планарный переход.

","markdown":"***Для персонажей 1-4-го уровней***\n\nПерсонажи, насильно завербованные в Пламен ный Кулак, ищут и истребляют культистов Мёрт вой Троицы, угрожающих Вратам Балдура. Когда они узнают про козни семейства Вантампур, у них появится шанс столкнуться с Тейвиусом Кригом, виновником падения Эльтуреля. Затем они отпра вятся в Кэндлкип, чтобы открыть таинственную коробку с секретом и найти безопасный путь в Девять Преисподних.\n\n---\n\nВpaтa Балдура были основаны как порт, в котором торговцы встречались с духосветами — наро дом с Побережья Мечей, зажигавшим огни, чтобы в туман привлекать суда к берегам. Когда же корабли садились на мель, духосветы разграбляли их обломки и доставляли награб ленное во Врата Балдура на северном берегу излучины реки Чионтар и продавали добычу. За долгие годы Врата Балдура выросли и пре вратились в город с крепостной стеной. В наши дни на его туманных улицах льётся кровь тех несчаст ных, кто пал жертвой жестоких авантюристов, многие из которых величают себя благородными, торговцами, пиратами или ассасинами. Армия наёмников под назва нием Пламенный Кулак поддерживает порядок в городе, а подчиняются они верховному герцогу Ульдеру Рейвенгарду. Бойцы Пламенного Кулака плевать хотели на пра восудие; им нужны лишь власть и монеты. Но, несмотря на жестокую репутацию Кулака, верховного герцога почитают как честного и разумного человека. \n\nГород Эльтурель, столица Эльтургарда, стоит на той же реке Чионтар, выше по течению. Если у Врат Балдура заслуженная репутация змеиного гнезда, то Эльтурель считают светочем веры, порядка и высокой культуры. Два города давно и жестоко соперничают — всё началось с того, что во Вратах Балдура повадились забирать груз и деньги с кораблей, направлявшихся в Эльтурель и об ратно, подрывая его морскую торговлю. Хотя конфликты между Вратами Балдура и Эльтурелем никогда не дохо дили до военных действий, отношения между городами давно испорчены — пожалуй, даже слишком давно.\n\n# Падение Эльтуреля \n\nДесятидневку назад верховный герцог Ульдер Рейвенгард покинул Врата Балдура с отрядом солдат Пламен ного Кулака. Он отправился с дипломатической миссией в Эльтурель, приняв официальное приглашение от выс шего наблюдателя Эльтуреля Тейвиуса Крига. Рейвенгард был не в восторге от этой идеи. Остальным членам Совета Четырёх, правящего Вратами Балдура, пришлось месяцами уговаривать его принять приглашение и по сетить Эльтурель, оставив Врата Балдура в их опытных руках. Герцогиня Таламра Вантампур была особо убе дительна, собрав множество прошений от благородных и вожаков простонародья. \n\nВскоре после приезда Рейвенгарда в Эльтурель город затянуло в Девять Преисподних и стёрло с карты мира. Учитывая расстояние между городами, неудивительно, что жители Врат Балдура не узнали о гибели Эльтуреля, пока беженцы из Эльтургарда не начали прибывать к ним толпами. Слухи об исчезновении Эльтуреля распространяются словно пожар, и во Вратах Балдура боятся, что им грозит та же судьба. Заодно паника охва тила бойцов Пламенного Кулака, который внезапно оказался без сильного лидера. \n\nВ отсутствие верховного герцога власть во Вратах Бал дура переходит троим оставшимся членам совета — Дил ларду Портиру, Белинн Стелмейн и Таламре Вантампур. Герцог Портир даже пошёл на то, чтобы отозвать свою племянницу Лиару Портир с поста командора Пла менного Кулака в форте Белуриан в Чалте, надеясь, что именно она сможет сохранить порядок среди наёмников. Однако её корабль ещё не прибыл. Тем временем беженцы из Эльтургарда продолжают прибывать, рассказывая, что от Эльтургарда не осталось ничего, кроме кратера в земле. \n\nСреди покинувших Эльтургард есть несколько Всад ников Преисподней — паладинов, присягнувших защи щать Эльтурель. Они избежали гибели вместе с городом лишь потому, что не были там в момент падения. Пла менный Кулак старается арестовывать их на месте, чтобы они не устроили во Вратах Балдура беспорядки. Но Всад ники Преисподней так просто не сдаются, что ведёт к насилию и кровопролитию. \n\n# Зло во Вратах Балдура \n\nБез управления Ульдера Рейвенгарда капитаны Пла менного Кулака жестоко навязывают свою власть под предлогом сохранения порядка. Они заперли городские ворота, чтобы не пускать во Врата Балдура «опасных» беженцев, и фактически сделали балдурцев пленни ками в собственном городе. Пока Пламенный Кулак занят проблемой беженцев, горожан ловят и убивают на улицах последователи Мёртвой Троицы — злых богов Бейна, Баала и Миркула. Поскольку Пламенный Кулак им больше не помеха, культисты обнаглели и теперь сво бодно ходят по городу. Их тайно финансирует и поддер живает герцогиня Таламра Вантампур. \n\nСреди первых беженцев, прибывших во Врата Бал дура, был не кто иной, как Тейвиус Криг, виновник ги бели Эльтуреля. Герцогиня Вантампур спрятала Крига в подземелье под своей виллой, пока Вратам Балдура не придёт время разделить судьбу Эльтуреля. Как и Криг, семейство Вантампур давно в долгу перед Зариэлью, ар хидьяволицей Авернуса. Используя деньги, украденные приспешниками Зариэли на Авернусе из сокровищ ницы Тиамат, герцогиня Вантампур наняла культистов Мёртвой Троицы, чтобы те сеяли хаос. Тем временем её сыновья украли Щит Скрытого Владыки из гробницы под городом. С помощью этого магического щита гер цогиня Вантампур и Тейвиус Криг надеются привести Врата Балдура к погибели так же, как Спутник погубил Эльтурель. В щите заточёна сущность могущественного дьявола по имени Гаргот, само присутствие которого во Вратах Балдура пробуждает зло в сердцах горожан. \n\nЧтобы спасти Врата Балдура, искателям приключений надо победить культистов Мёртвой Троицы, отследить, какой злодей их финансирует, забрать Щит Скрытого Владыки у герцогини Вантампур и разыскать великого герцога Ульдера Рейвенгарда в Девяти Преисподних. \n\n# Проведение этой главы \n\nНа диаграмме 1.1 представлены ключевые события этой главы по порядку. Искатели приключений начи нают как персонажи 1-го уровня, поднимаются до 2-го, если переживут сцену в таверне «Эльфийская песнь» (стр. 16), и до з-го, когда захватят подземелье Мёртвой Троицы (стр. 20). Трудности, которые они преодолеют в «Низком фонаре» (стр. 28) и на вилле Вантампуров (стр. 32), достаточно велики, чтобы получить 4-й уровень. Исследовав подземелье виллы (стр. 37) и добыв ценные сведения в Кэндлкипе (стр. 45), персонажи достигнут 5-го уровня, прежде чем отправляться в Девять Преисподних в главе 2.\n\n## (ур.1) Ворота Василиска\n\nВскоре после прибытия к воротам Василиска персонажей вербует капитан Пламенного Кулака и велит им отыскать и перебить последователей Мёртвой Троицы, устроивших серию убийств.\n\n---\n\nЗачитайте или перескажите следующий текст, чтобы начать приключение. \n\n> Добро пожаловать во Врата Балдура—печально известное крысиное и змеиное гнездо, раскинувшееся на скалистых берегах над рекой Чионтар. С высоких насестов в Верхнем Городе местные благородные, которых называют патриарами, с плохо скрываемым презрением взирают на простонародье из мрачного Нижнего Города, окружающего туманную гавань. Врата Балдура провоняли кровью, преступлениями — и возможностями. Нетрудно понять, почему пираты и торговцы слетаются на этот запах, как мухи на мертвечину. \n\n> Если подняться выше по реке на восток, вы попадёте в Эльтурель—столицу священной страны Эльтургард. По крайней мере, так было всего несколько дней назад. Теперь же поток беженцев из Эльтуреля принёс ужасные вести: город пал. Все думают, что Врата Балдура на оче реди, но никто не знает, кто или что погубило Эльтурель. \n\n> Патриары платят армии наёмников под названием Пламенный Кулак, чтобы те защищали их интересы во Вратах Балдура, как и сам город. Пламенный Кулак обрёл ещё больше власти после того, как несколько лет назад их харизматичный вожак Ульдер Рейвенгард получил титул верховного герцога. Но теперь Рейвенгард пропал. В его отсутствие Пламенный Кулак запер городские ворота, чтобы пресечь бесконечный поток беженцев. Никого не впускают и не выпускают. \n\n> Всё это вы узнали вскоре после того, как вас принудительно завербовали в Пламенный Кулак, чтобы защищать город. Вам приказано поговорить с капитаном Зоджем у ворот Василиска. Они находятся в восточной стене города и названы так в честь многочисленных статуй, стоящих в нишах и на зубцах её бастионов. За запертыми створками ворот Василиска тянется грунтовая дорога, ведущая через трущобы Внешнего Города к мосту под названием Переправа Змия, а оттуда в далёкие края. \n\n> Десятки солдат Пламенного Кулака пытаются сдержать толпу разъярённых простолюдинов, желающих покинуть город. Вам предстоит найти капитана Зоджа, имея лишь примерное описание—высокий мужчина с длинными чёрными волосами и кожаной повязкой на глазу. Между солдатами и простолюдинами завязывается драка, и вы, наконец, замечаете одноглазого капитана, который врывается в самую её гущу, раздавая тумаки направо и налево. Обычный день в Городе Крови! \n\nПриток беженцев из Эльтургарда и неясная судьба Ульдера Рейвенгарда заставляют капитана Дармина Зоджа (принципиальный злой человек, ветеран) проявить себя, чтобы доказать, что он достоин командовать в Пламенном Кулаке, — иначе какой-нибудь соперник обойдёт его в ближайшие дни. Зодж уже в курсе, что Лиару Портир, командора Пламенного Кулака в форте Белуриан в Чалте, отозвал во Врата Балдура её дядя, герцог Диллард Портир. Зодж надеется впечатлить командора Портир своим уме нием поддержать порядок во Вратах Балдура. \n\nХотя Зодж далёк от чести и приличий, он заботится о солдатах, которые служат под его началом. Разъярённые толпы бывают опасны, так что Зодж мигом обрушивается на заводил, чтобы гнев толпы поскорее сменился страхом. Во время заварушки, которую видят герои, никого не аре стовывают, но нескольких простолюдинов избивают и грабят после столкновения с Зоджем и его солдатами. Скажите игрокам, что их персонажей не удивляет по ведение Зоджа в этой ситуации. Капитаны Пламенного Кулака готовы на всё, если нужно поддержать порядок во Вратах Балдура, особенно в Нижнем Городе. \n\nВсем известно, что лучший способ не иметь проблем с солдатами Пламенного Кулака — это подкупить их. Тем, кому хватит денег на взятку от 10 зм и больше (вме сто обычной подати в 2 мм за проход), позволят пройти через ворота после недолгих споров. \n\n### Встреча с капитаном Зоджем \n\nКапитан Зодж ожидает персонажей. Если они к нему не явятся, он сам со временем их разыщет. У Пламенного Кулака есть стукачи по всему городу, так что спрятаться от Зоджа непросто, если только персонажи не знают того, кто мог бы их укрыть. Зодж постоянно держит при себе шестерых солдат Пламенного Кулака (люди, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}**). Их зовут Иссио, Минаква, Нелестри, Оливер, Солтус и Талкара.\n\nВ промежутках между набиванием морд и получением взяток капитан Зодж старается держаться как прямой и хладнокровный человек, который относится к другим с уважением и того же требует в ответ. Когда персонажи будут готовы его выслушать, зачитайте вслух следу ющий текст: \n\n> «Из-за этих беженцев, — говорит капитан Зодж, — ходят слухи, будто Вратам Балдура грозит то же, что Эльтурелю. А от него якобы осталась только дырка в земле. Наш верховный герцогУльдер Рейвенгард как раз поехал с визитом в Эльтурель, и тут городуничтожили. Совпадение? Не думаю. \n\n> В катастрофе уцелело несколько рыцарей Эльтургарда, так называемых Всадников Преисподней. Они почему-то полагают, что мы виноваты в гибели Эльтуреля. Ох уж эти лицемерные святоши! Мы задерживаем их, когда находим, но у нас из-за этого не хватает рук для другой проблемы. И в этом мне нужна ваша помощь». \n\nКапитан Зодж не примет отказа. Пламенный Кулак имеет право призывать искателей приключений на службу в чрезвычайной ситуации. Он вправе казнить их на месте за отказ от сотрудничества, но ему больше по душе, если они согласятся. Каждому персонажу он даст медную бляху с гербом Пламенного Кулака. Эти бляхи дают персонажам право действовать от имени Зоджа. \n\nЗачитайте следующий текст, когда персонажи готовы выслушать подробности: \n\n> «Врата Балдура давно страдают от культистов Мёртвой Троицы — ну, вы знаете, богов Бейна, Баала и Миркула. Я думал, мы с ними уже покончили, но, похоже, нет. Эти любители ужаса и смерти воспользовались тем, что у нас проблемы, и устроили серию убийств по всему городу. Как мои официальные помощники в этом деле, вы имеете право убивать этих гадов на месте. Разыщите их логово и зачистите его. Убивайте всех, кто встанету вас на пути, и не волнуйтесь о сопутствующем ущербе. \n\n> Если выполните моё задание, я прослежу, чтобы вам заплатили подвести золотых каждому. А ещё вы заслужите мою благодарность, которая стоит куда больше. \n\n> В паре кварталов отсюда есть таверна „Эльфийская песнь\". Там сидит шпионка Тарина, собирает слухи для Гильдии. Она мне кое-чем обязана, так что скажите, что работаете на меня. Расспросите её насчёт Мёртвой Троицы. И упаси вас Балдуран с ней ссориться! У Тарины серьёзные дружки». \n\nКогда пройдёт десятидневка без известий о нападениях последователей Мёртвой Троицы, Зодж сдержит слово и добудет награду для персонажей. Перед выплатой он заберёт у них бляхи.\n\n## (ур.1) Таверна «Эльфийская песнь»\n\nПерсонажи допрашивают шпионку по имени Тарина. В обмен на их помощь она рассказывает, где скрываются последователи Мёртвой Троицы.\n\n---\n\nПерсонажи могут посетить таверну «Эльфийская песнь», как хочет капитан Зодж, а могут отправиться куда угодно ещё. Их цель в таверне — выйти на связь со шпионкой Тариной и выяснить, что она знает о Мёрт вой Троице. \n\nУ Зоджа есть лазутчики, которые извещают его об успехах персонажей. Если персонажи не посетят таверну «Эльфийская песнь» в первые же сорок восемь часов после приказа, Зодж отправит отряд из шести **@UUID[Compendium.sc-creatures.sc-creatures.Actor.6d6yWTd7wHnJgZ6w]{Ветеран/Veteran}** Пламенного Кулака и один огненный череп, чтобы те отвели персонажей в таверну или убили тех из них, кто откажется, а затем доложили ему. Если персо нажи перебьют отряд или сбегут от него, Зодж мобили зует ещё два отряда для охоты на них. \n\n### О таверне \n\nТаверна отмечена на карте 1.1 (см. стр. 13), а на карте 1.2 изображён её внутренний план. \n\nВремя от времени таверну наполняет бестелесный голос эльфийки, поющей печальную песню, отсюда и название заведения. Баллада звучит не так громко, чтобы мешать разговорам, но большинство посетителей умолкает, когда звучит эльфийская песнь, и продолжает разговор по её окончании. Многие завсегдатаи ходят в таверну, именно чтобы послушать песнь. Тот, кто знает эльфийский, понимает, что песня сложена о безымян ном возлюбленном, которого поглотила морская пучина. Никто не знает, откуда взялся в таверне дух эльфийки, и невозможно предсказать, когда она запоёт вновь. Алан Алит, нынешний владелец таверны, — ней тральный полуэльф, простолюдин с ночным зрением на расстоянии до 60 футов. Недавно Алану исполнилось семьдесят пять лет, а этим заведением он управляет много десятилетий. Эльфийская кровь от матери-полуэльфийки подарила ему долгую жизнь, и он выглядит лучше, чем чистокровные люди в его возрасте. Другой источник его заработков — давать ссуды тем клиентам, которым доверяет. Он редко даёт в долг искателям при ключений, зная, насколько ненадёжны те бывают, но мо жет предложить им бесплатный стаканчик эльверквисстского вина, если решит, что так они придержат мечи в ножнах (см. врезку «Таверны во Вратах Балдура»).\n\n> #### Таверны во Вратах Балдура \n\n> Никто в здравом уме не бродит по улицам Врат Балдура и не заходит в местные таверны без оружия или вооружён ной охраны. Всякий, кто прожил в городе хоть десятидневку, знает это по опыту. На первый взгляд таверны кажутся безопасными, но на деле это одно из опаснейших мест во Вратах Балдура—тут полно выпивки, соблазнительных монет и беспринципного народа. Волотамп Геддарм, величайший хвастун, прославившийся обзорами таверн, описал свои впечатления во Вратах Балдура так: «Оставляют тяжесть в животе, особенно когда в него втыкают кинжал». Когда начинаются драки, посетителям надо постоять за себя самим, и не стоит ожидать сочувствия от Пламенного Кулака. Убийства в тавернах — обычное дело, и обычно всё кончается тем, что жертву вытаскивают наружу и бросают в переулке (где её сперва обчистят бродяги, а потом обглодают крысы) или даже в воду. \n\n>***Кости Балдура***. Это популярная игра в тавернах Врат Балдура. Каждому игроку требуются несколько шестигранных костей. Правила таковы: \n* Каждый игрок делает оговорённую ставку. \n* Каждый игрок кидает потри кости. Ход передаётся по часовой стрелке, хозяин стола ходит последним. \n* В свой ход игрок может выбрать «остановиться» или «докинуть». Если игрок останавливается, ход передаётся следующему. Если игрок докидывает, он берёт дополни тельную кость и кидает. Если сумма его бросков превы шает 21, игрок «выбит» из игры. Если нет, он может продолжать бросать дополнительные кости, пока не остановится или не будет выбит. \n* Когда все сделают свои ходы, тот, кто выбросил больше всего очков (не считая выбитых игроков), выигрывает и забирает все ставки. \n \n\n### Завсегдатаи таверны \n\nЕсли персонажи придут в таверну «Эльфийская песнь» в поисках Тарины, знакомой капитана Зоджа, они най дут её наверху в зоне Э7, где она играет в карты. Среди десятков других посетителей они заметят пару крыс, шарящих в поисках еды, а также примечательных персо нажей, которые не играют роли в сюжете, но вы можете их задействовать при желании: \n\n* Скрольдар Фейн (нейтральный, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**), пьяный в стельку корабел без бровей. \n* Лала Стаут (нейтральная злая, легконогий полурослик, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.Hmasl9F4p1YGHq8Q]{Шпион/Spy}**), воровка со шрамом на лице, вечно подкидыва ющая монетку. \n* Олорик Витмирт (нейтральный добрый, человек, **@UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}**), обедневший драматург, который записы вает мысли и наблюдения в книжечку. \n* Воул Найтли (нейтральный, полуорк, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}** с ночным зрением на расстоянии до 60 футов), весёлый крысолов с могучим подбородком и оглушительным хохотом. \n* Рахима Саджиресса (принципиальная нейтральная, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{Послушник/Acolyte}** Савраса, бога прорицания и судьбы), болтливая женщина-астролог, обожает азартные игры. \n* Виллоу Бурожук (нейтральная добрая, крепкосердечный полурослик, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.TKRyHPlVYI20Bd65]{Друид/Druid}**), высокомерная аптекарша, носит цветастый плащ. \n\nЕсли персонажам нужна помощь в поисках Тарины, её тут хорошо знают и подскажут, что она на втором этаже (см. «Общение с Тариной», стр. 18). \n\n### Зоны таверны\n\nЭти места отмечены на карте 1.2. \n\n#### Э1. Пивная \n\nАлан Алит присматривает за баром, а двое юношей (люди, **@UUID[Actor.9fwBGKnIUdBoReOI]{Простолюдин/Commoner}**) Фальтен и Йимиур принимают заказы, разносят напитки и еду по столикам и перешу чиваются с клиентами. По бокам от входа стоят двое вышибал: **@UUID[Compendium.sc-creatures.sc-creatures.Actor.wVSMpqpUY8LvfMxr]{Живой доспех/Animated Armor}** по кличке Звяк и грубоватая женщина-**@UUID[Compendium.sc-creatures.sc-creatures.Actor.yhzXimscie2BXKMl]{Полуогр/Half-Ogre}** Скуна. Обоим поручено защищать коллег по таверне, а не посетителей, так что они не вмешиваются в драку, если в ней не участвует персонал.\n\nХорошо вооружённые клиенты (в основном **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}** и **@UUID[Compendium.sc-creatures.sc-creatures.Actor.BaD6lltneOnd0DGL]{Головорез/Thug}**) толпятся вокруг столов в главном зале и отдельных кабинетах. У камина в восточной стене стоят три мягких кресла под скрипучей деревянной лестницей, ведущей на второй этаж. Как правило, на диванчике у се верной стены уже прикорнул какой-нибудь пьянчуга. Возле дивана стоит деревянный морской сундук, где хранятся настольные игры (доски для драконьих шахмат, потёртые колоды для «Ставки Трёх Драконов» и тому подобное). \n\n#### Э2. Курильная комната \n\nХотя курение в таверне разрешено везде, именно здесь предпочитают собираться члены местного клуба куриль щиков — Дымоловы. Большинство членов клуба — мест ные рыбаки и ловцы крабов. \n\n#### Э3. Отдельная трапезная \n\nОна называется Комнатой Зелёного Дракона из-за головы молодого зелёного дракона, висящей на южной стене. \n\n#### Э4. Ниша-чулан \n\nТут хранятся ящики с фруктами, бочонки с питьевой водой, сиропом и маслом. \n\n#### Э5. Кладовая \n\nВ этом помещении сложены ящики с провизией и специями, а также тряпки для мытья, мётлы, сло манные стулья и инструменты для их починки. \n\n#### Э6. Кухня \n\nНа Алана Алита работают три повара (**@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**): шеф-повар — весёлая Ченна Толстокролик (крепкосердечный полурослик), вспыльчивый су-шеф — человек Азар Вальшим и кондитер — слепой человек Клав Мартильмур. Они работают с полудня до полуночи. Их коронные блюда — рыбные и крабовые пироги, густой сырно-картофельный суп и пудинг, политый сиропом и украшенный солёным миндалём. \n\n#### Э7. Верхняя трапезная \n\nВ этой комнате без окон со стропил свисают горящие фонари. Деревянный пол покрывают ковры, приглу шающие шум от пьянчуг, которые собрались за двумя широкими столами, едят и играют в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура»), \n\nЗа столом, ближайшим к лестнице, среди прочих сидит Тарина, персонаж, которого ищут наши герои (см. «Общение с Тариной» на стр. 18). \n\n#### Э8. Отдельная трапезная \n\nОна называется Комнатой Бурого Увальня из-за головы бурого увальня, висящей на восточной стене. \n\n#### Э9. Роскошный номер для гостей\n\nЭта комната в данный момент пустует, дверь в неё за перта. Помимо ключа, который дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны инструменты вора и успешная проверка Ловкости со СЛ10. \n\nКомната богато обставлена, в ней бархатные занаве ски, картины с изображениями кораблей в рамах, кро вать с балдахином, прикроватный столик, морской сун дук и платяной шкаф. Дверь на запад ведёт в отдельную трапезную. \n\n#### Э10. Отдельная трапезная \n\nНа восточной стене в этой комнате возле комода висит голова ускользающего зверя, потому её и называют Комнатой Ускользающего Зверя. \n\n#### Э11. Большая спальня для гостей \n\nВ этой комнате находится неожиданный госты **@UUID[Compendium.sc-creatures.sc-creatures.Actor.zE44SdHz4y8W008U]{Жрица сахуагинов/Sahuagin Priestess}** по имени Ошалла. Она одета в плащ из рыболовных сетей и говорит на всеобщем и сахваджинском. Её изгнали из глубин за попытку свергнуть тамошнего короля.\n\nОшалла держится уединённо, еду ей приносят сюда трижды в день. Дверь в её комнату заперта, ключ она но сит на шнурке на шее, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать замок, нужны ин струменты вора и успешная проверка Ловкости со СЛ 10. \n\nПомимо кровати, столика и сундука, в комнате есть письменный стол, стул, несколько картин с подводными и прибрежными пейзажами, переносная ванна и книж ный шкаф длиной 10 футов и высотой 8 футов, где хранится коллекция безделушек Ошаллы, собранных в океане (раковины, обросшие ракушками черепа и тому подобное). Ошалла не позволяет работникам таверны убирать комнату и менять воду в ванне, так что тут довольно грязно. \n\n***Сокровища***. Обыскав ящик письменного стола, пер сонажи обнаружат кошель из акульей кожи с 66 зм и 49 см — из этих денег Ошалла платит за еду и комнату. У южной стены стоит деревянный сундучок, где хранится алтарь Секолы, бога-акулы, которому поклоняются сахваджины. Внутри сундук украшен акульими зубами, в нём стоит 5-фунтовая коралловая статуэтка Секолы с глазами из красных жемчужин (стоит 250 зм как предмет искусства). \n\n#### Э12. Простые спальни для гостей \n\nДвери в эти две комнаты заперты. Помимо ключей, кото рые дают постояльцам, есть ещё главный ключ у Алана, отпирающий все двери. Чтобы взломать один из замков, нужны инструменты вора и успешная проверка Ловкости со СЛ 10. \n\nВ каждой комнате есть удобная кровать, пустой деревянный сундук и занавеска на окне. \n\n#### Э13. Спальня Алана \n\nАлан держит при себе главный ключ, отпирающий дверь в его личную спальню. Чтобы взломать замок, нужны ин струменты вора и успешная проверка Ловкости со СЛ 15. \n\nВ комнате Алана есть кровать с узорной железной решёткой, сундук на ножках, прикроватный столик и платяной шкаф. На полу перед шкафом лежит **@UUID[Compendium.sc-creatures.sc-creatures.Actor.NmrRYcS5MzDP6QIz]{Ковёр удушения/Rug of Smothering}**, который атакует любого, кроме Алана, кто ступит на него или откроет сундук. \n\n***Сокровища***. Внутри сундук разделён на три равных отделения, где хранятся соответственно 91 зм, 176 см и 288 мм. Из этих денег Алан платит работникам и за содержание таверны. \n\n### Общение с Тариной\n\nТарина (хаотичная злая, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}**) довольно легкомысленна. Она постоянно играет в «Кости Балдура» (см. врезку «Таверны во Вратах Балдура», стр. 16) с местным сбродом за столом в зоне Э7. Эти дурачки и не догадываются, что она жульничает. \n\n«Тарина», конечно, не настоящее её имя. Прежде чем осесть во Вратах Балдура, Тарина была пираткой, из вестной как Ронда Тандербелл (но это тоже не настоящее имя). Послужив капитану Муроско Сессприну на «Не воспитанном змее» несколько месяцев, она стащила добычу товарищей по команде и сбежала, прежде чем её хватились. Большую часть добычи Тарина растратила в последние годы, но у неё запасено ещё достаточно, чтобы не остаться голодной. Она в хороших отношениях с Девятипалой, предводительницей местной гильдии воров, которая иногда подкидывает ей работёнку. \n\nНедавно Тарина прослышала, что бывшие товарищи-пираты узнали, что она во Вратах Балдура. Она согла сится помочь персонажам, если те остановятся в таверне «Эльфийская песнь» и при появлении пиратов прикончат их всех. \n\n#### Убиваем время в таверне \n\nКогда именно бывшие соратники Тарины появятся — решать вам, но дайте персонажам хоть немного свобод ного времени до их появления (описанного в разделе «С такими друзьями...», стр. 19). Посидев в таверне, пер сонажи могут услышать, как посетители обсуждают обстановку во Вратах Балдура и слухи из Эльтуреля: \n\n* «Да я последний медяк поставлю на то, что эти якобы беженцы —лазутчики, а их армия готовится штурмо вать Врата Балдура!» \n* «Пламенный Кулак обезглавили. Капитаны уже грызутся, кто из них теперь главный, раз Ульдер Рейвенгард пропал». \n* «Если Рейвенгарда больше нет, кто теперь будет вер ховным герцогом? Я бы наТаламру Вантампур поставил. Она, по сути, родилась в канализации и выросла злобной, как стая крыс». \n\n### Эльфийская песнь \n\nВ какой-то момент до прибытия бывших пособников Тарины таверну наполнит печальная песнь духа эльфийки, обитающего в ней. Однако на сей раз дух споёт не о пропавшем возлюбленном, а об Эльтуреле. Это всех удивит, особенно Алана Алита, который никогда не слышал, чтобы дух менял песню. Персонажи, понимающие эльфийский язык, смогут перевести текст: \n\n>О, спой мне песнь об Эльтуреле, \n>\n>О его реках и лесах, \n>\n>О скалах, озарённых солнцем, \n>\n>И зеленеющих полях. \n>\n>То край, где неизменна радость. \n>\n>То край, что славою покрыт. \n>\n>Обитель сильных и отважных — \n>\n>Никто его не покорит. \n>\n>О, спой мне песнь об Эльтуреле, \n>\n>Когда у врат его беда, \n>\n>Когда поля его копытом \n>\n>Сминает дьяволов орда. \n>\n>Скачи, о Всадник Преисподней! \n>\n>Пускай геройские клинки \n>\n>Сразят бесовское отродье, \n>\n>Рассеют адские полки. \n>\n>О, спой мне песнь об Эльтуреле, \n>\n>И самой долгой из ночей. \n>\n>Спокойно спи: хранит нас Спутник \n>\n>До первых солнечных лучей. \n>\n>Мы связаны великой клятвой — \n>\n>Лишь смерть порвать заставит с ней, \n>\n>И будем петь об Эльтуреле \n>\n>Вовеки, до последних дней. \n\nЛюбой персонаж, бывавший в Эльтуреле или успешно прошедший проверку Интеллекта (История) со СЛ15, поймёт, что упомянутый «Спутник» — это искусственное солнце, висящее над Эльтурелем, защищая город и его окрестности от нежити. \n\nУслышав песню, персонажи могут расспросить Алана о ней, поскольку он понимает и эльфийский, и всеобщий. Однако он так потрясён изменением текста, что запомнит только часть из него. Дух споёт песню ещё раз, но только если его об этом попросит эльф или полуэльф, успешно пройдя проверку Харизмы (Убеждение) со СЛ 10. \n\nОсобенно Алану запомнится упоминание Всадников. Персонажи могут вспомнить, что капитан Зодж и прочие жители Врат Балдура называли рыцарей Эльтуреля Всад никами Преисподней. Любой персонаж, бывавший в Эль туреле или успешно прошедший проверку Интеллекта (История) со СЛ 20, вспомнит, что Всадники Преисподней зовутся так, потому что давным-давно спустились верхом в Девять Преисподних, чтобы сразиться с дьяволами. Большинство из них не вернулось. Возможно, кто-нибудь из завсегдатаев таверны знает об этой истории. \n\n### С такими друзьями\n\nТерпение тех персонажей, кто останется подкара уливать пиратов для Тарины, будет вознаграждено. Зачитайте следующий текст, когда придёт время появиться пиратам: \n\n>В таверну ввалилось восемь людей-оборванцев. Их вожак— здоровенный мужик с бельмом на правом глазу, он крово жадно ухмыляется и держится с типично пиратским нахальством. Остальные—грубая и невоспитанная банда, которая ведёт себя так, будто им всё здесь принадлежит. \n\n>«Мы старую подругу ищем, — говорит одноглазый, принюхиваясь. — Мне сказали, её тут знают как Тарину. Любит жульничать в кости». \n\nКапитан Муроско Сессприн был убит полгода назад в ре зультате бунта, и командование судном «Невоспитанный змей» перешло к предавшему его первому помощнику, жуликоватому Лекарду Кадаврусу по кличке Мёртвый Глаз. Мёртвый Глаз — нейтральный злой **@UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{Бандитский атаман/Bandit Captain}**, прозвище он получил за бельмо на правом глазу. Он ненавидит мыться, а изо рта его пахнет гнилой рыбой. Его сопровождает шайка из семи **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}** с таким же злобным нравом. \n\nМёртвый Глаз предложит большую кружку эля тому, кто подскажет, где найти Тарину, и многие завсегдатаи та верны с радостью примут предложение. Персонажи могут помешать пиратам, если пожелают, но Мёртвый Глаз не по зволит героям встать на пути его мести. Двое пиратов при смотрят за выходом, чтобы Тарина не сбежала, а остальные нападут на любого, кто помешает Мёртвому Глазу. \n\nМёртвый Глаз сразу попытается убить Тарину. Ни Алан, ни вышибалы не будут вмешиваться в бой, если только драка не заденет кого-то из персонала. Прочие завсегдатаи тоже будут держаться подальше от схватки, но персонажи могут в качестве действия подкупить одного дружественного или безразличного персонажа мастера, чтобы тот помог им. Нужно пройти проверку Харизмы (Убеждение) со СЛ 15 — или Харизмы (Обман), если платить вы не собираетесь. При успехе персонаж мастера примет предложение, сделает бросок ини циативы, вступит в бой в свой следующий ход и будет драться на стороне персонажей, пока бой не кончится. Проверка проходит с преимуществом, если обещанная плата ю зм или выше. Мёртвый Глаз может использо вать ту же тактику и привлечь завсегдатаев на свою сто рону монетами. \n\nПерсонажи могут попробовать подкупить Мёртвого Глаза, чтобы тот отказался от мести и ушёл из таверны «Эльфийская песнь», но он потребует 5000 зм монетами или товарами за беспокойство. Если персонажи заявят, что монеты или товары у них в другом месте, он рас смеётся и скажет, что ни на грош им не верит. Он слишком недоверчив, чтобы обмануть его таким простым трюком, и ни за что не поверит, что кто-то так высоко ценит жизнь Тарины. \n\n#### Сокровища \n\nЗа пазухой Мёртвого Глаза кошель с 32 зм и 15 см. Он также носит два золотых ожерелья (по 25 зм каждое) и почернев шее золотое кольцо с жемчужиной (125 зм). У остальных пиратов кошельки, в каждом из которых по [[/r 1d6]] см. \n\nСудно Мёртвого Глаза, «Невоспитанный змей», пришвартовано в конце причала в восточной части га вани. Его охраняет одиннадцать **@UUID[Compendium.sc-creatures.sc-creatures.Actor.OzUngwBBBIUeAP4Q]{Бандит/Bandit}**, а на борту нет сокровищ. Если персонажи разделаются со всеми пиратами, они могут захватить судно, однако для управ ления им требуется команда минимум из двадцати мо ряков, из которых хотя бы половина должна быть умелой в обращении с водным транспортом. \n\nУ «Невоспитанного змея» параметры парусника (см. главу 5 Dungeon Master's Guide [«Руководства мастера подземелий»]). Если вам нужна схема палубы, используйте карту корабля из приложения В той же книги. Хотя корабль в хорошем состоянии стоит 10 ооо зм, никто во Вратах Балдура не захочет его покупать из-за его дурной репутации. \n\n### Что знает Тарина \n\nКак только с её бывшими дружками-пиратами раз делаются, Тарина поделится с персонажами такими сведениями: \n\n>«В нескольких кварталах к северо-западу отсюда есть общественная баня с огороженным садом, там ещё весёлые нимфы вырезаны на воротах. Так вот, видели, как последователи Мёртвой Троицы входили в баню и выходили оттуда. Говорят, там потайная дверь, ведущая в подземелье. Там эти убийцы и прячутся». \n\nЕсли Тарину убьют, персонажи могут доставить её тело капитану Зоджу. Он договорится со священником, и тот сотворит на тело заклинание ***@UUID[Compendium.sc-spells.sc spells.Item.b5wvWFBKVHec9f8o]{Разговор с мёртвыми/Speak with Dead}***. Покойница расскажет всё, что знала, а Зодж передаст эти све дения персонажам. Получив сведения от Тарины или её тела, персонажи могут направиться в бани и найти скрытое под ними подземелье. Персонажи должны достичь 2-го уровня, прежде чем продолжать приключение. Когда персонажи отправятся в бани, переходите к разделу «Подземелье Мёртвой Троицы».\n\n## (ур.2) Подземелье Мёртвой Троицы\n\nГерои находят в подземелье последователей Мёртвой Троицы и одного из сыновей герцогини Вантампур, а потом внезапно натыкаются на культистов Тиамат.\n\n---\n\nПрежде чем проводить эту часть приключения, прочтите сведения о Мёртвой Троице в приложении Г. Параметры последователей Мёртвой Троицы тоже даны там. \n\nПодземелье Мёртвой Троицы скрыто под банями, которыми тайно владеет и управляет семейство Вантампур. Один член семьи, Мортлок Вантампур, как раз сейчас в подземелье и помогает координировать атаки культистов Мёртвой Троицы по всему городу. Эти атаки должны доказать жителям Врат Балдура, что Пламенный Кулак не может их защитить. \n\n### Прибытие в бани \n\nКогда персонажи прибудут к баням, зачитайте следующий текст: \n\n>Бани — это одноэтажное оштукатуренное здание с мозаичными окнами и глиняной черепицей. Забор высотой десять футов окружает просторный двор с юговосточного угла здания. Закрытые деревянные двери, ведущие во двор, украшены изображениями весёлых нимф, которые пляшут и играют в воде. \n\nБани славятся одним из лучших водопроводов в городе и с виду не вызывают никаких подозрений. Двери, ведущие во двор (зону П1), не заперты и не охраняются. Бани закры ваются в полночь и открываются с рассветом, а горожане то и дело входят и выходят из них весь день и вечер. \n\n### Зоны бань\n\nЭти места отмечены на карте 1.3. \n\n#### П1. Двор \n\nОпишите это место игрокам так: \n\n>В Г-образном дворе тщательно подстрижены газон и кусты. Двор украшен белыми мраморными скамьями и каменными фонтанами. Каждый фонтан сделан в виде улыбающейся нимфы, льющей воду из кувшина в круглую каменную купель. \n\nНевидимый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp}** притаился на юго-восточном фонтане. Если ему покажется, что персонажи пришли сюда соз давать проблемы, бес незаметно проследит за ними до входа в здание, а затем улетит на виллу Вантампуров в Верхнем Городе, чтобы предупредить Тёрствелла Вантампура, старшего сына герцогини Таламры Вантампур. Тёрствелл велит бесу вернуться на свой пост, но ничего делать не станет — он втайне надеется, что герои разделаются с его братом Мортлоком. \n\n#### П2. Баня \n\nС рассвета до полуночи здесь обычно есть [[/r 1d6]] моющихся людей-**@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**. С полуночи до рассвета трое человеческих женщин, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.gBIadkXO03dvpdNC]{Ночной клинок/Night Blade}** (параметры см. на стр. 237), стоят на страже у бассейнов и атакуют любых непрошеных гостей. Если тут завяжется бой, **@UUID[Compendium.sc-characters.sc-characters.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}** из зоны П4 придёт на помощь часовым во втором раунде боя. Опишите это место игрокам так: \n\n> Этот зал украшен колоннами высотой двадцать футов и фресками с изображением купающихся аристократов. Естественный свет струится через мозаичные окна, создавая цветные узоры на плитках пола из полированного синего мрамора. В трёх неглубоких бассейнах в полу плещет вода, пахнущая духами, каждый из них снабжён парой латунных кранов. У бассейнов стоят белые мраморные скамьи, на которых сложены сухие полотенца. \n\nКраны подают горячую и холодную воду из труб, про ложенных под полом. Тугая каменная пробка на дне каждого бассейна затыкает слив. Множество мелких отверстий для стока, расположенных по верху каждого бассейна, не дают им переполняться. \n\n#### П3. Южная массажная \n\nВ этом помещении стоит массажный стол, накрытый чистыми полотенцами. Склянки с духами хранятся под столом — их используют для ароматизации бассейнов в зоне П2. Комната освещена естественным светом через мозаичное окно в южной стене. \n\nВ часы, когда бани открыты, тут работает андрогинный человек-массажист (нейтральный добрый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин**) по имени Джабаз. Он знает, что банями владеет герцогиня Таламра Вантампур, а управляет ими её жестокий сын Мортлок. \n\nМортлок строго приказал Джабазу не задерживаться в банях после закрытия. Джабаз подозревает, что Мортлок проворачивает тут какие-то тёмные делишки, а за ведение использует как прикрытие, держа их в тайне от герцогини. Джабаз знает, где потайная дверь в зоне П4, но не расскажет об этом, опасаясь мести Мортлока. Джа баз понятия не имеет, что находится за потайной дверью. \n\n#### П4. Северная массажная \n\nС полуночи до рассвета эту комнату охраняет мужчина-человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}некромайт Миркула** (параметры см. на стр. 238), если только он не ушёл в зону П2 на звуки боя. Когда бани открыты, тут работает человек-массажистка (нейтральная добрая, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}простолюдин**) по имени Курмиля. Она знает всё то же, что и Джабаз в зоне П3, и ведёт себя схоже. \n\nКомната обставлена аналогично зоне Пз, но также здесь есть потайная дверь в северной стене. Обыскав северную стену и успешно пройдя **проверку Мудрости (Внимание) со СЛ 10**, персонаж найдёт потайную дверь, которая открывается от себя. Тот, кто её откроет, ощутит идущий из-за неё гнилостный запах канализации. Лестница за дверью ведёт на 20 футов вниз в зону П5, у неё гладкие каменные ступени и кирпичные стены. Два тле ющих факела в стенных держателях освещают лестницу, но подземелье внизу погружено во тьму.\n\n#### П5. Добро пожаловать в подземелье \n\nГерцогиня Вантампур обнаружила это древнее подземе лье, когда разбиралась с водоснабжением и канализацией города. Чтобы скрыть находку, она построила тут бани. Помещение у подножия лестницы пусто, не освещено и залито зловонной водой глубиной 2 фута (подробнее см. \"Особенности подземелья\"). \n\n***Особенности подземелья***. У подземелья Мёртвой Троицы такие особенности: \n\n* Помещения, коридоры и лестницы подземелья выте саны из известняка и не освещены, если не указано иное (последователи Мёртвой Троицы носят с собой факелы или обладают ночным зрением). \n* Коридоры в подземелье шириной 5 футов и высотой 8 футов. В помещениях потолки высотой 9 футов, часто подпёртые деревянными балками. Каждая балка — объект крупного размера с КБ 15,10 ПЗ и невоспри имчивостью к урону ядом и психическому урону. Если уничтожить все балки в зоне, есть шанс 25%, что рухнет потолок. Каждое существо в зоне обрушения должно пройти **испытание Ловкости со СЛ15**, при провале оно получит 22 ([[/r 4d10]]) дробящего урона, при успехе — половину этого урона. Зона остаётся проходимой, но становится пересечённой местностью. \n* Обычные двери сделаны из мягкого подгнившего де рева. Каждая дверь — объект среднего размера с КБ 15, 5 ПЗ и невосприимчивостью к урону ядом и психи ческому урону. Потайные двери выглядят так же, как и окружающие стены из известняка, и чтобы их найти, нужно успешно пройти **проверку Мудрости (Внимание) со СЛ 10**. Найденную потайную дверь легко открыть. \n* Некоторые зоны подземелья (как указано на карте 1.3) затоплены мутной водой глубиной 2 фута, что делает их пересечённой местностью. Вода протекает в подзе мелье из соседней канализации через трещины в известняке. Вода воняет, пить её нельзя. \n\n#### П6. Вздутый труп \n\nПосреди полузатопленной комнаты лицом вниз в воде плавает раздутый труп полураздетого мужчины-чело века с ножевыми ранами в спине. При жизни это был культист Баала по имени Хискааль. Его убили това рищи по культу за то, что он упустил жертву во время недавнего налёта на город. Любой персонаж, осмотрев труп и успешно пройдя **проверку Мудрости (Медицина) со СЛ 10**, поймёт, что мужчину убили два дня назад. \n\n#### П7. Алтарь Баала \n\nОпишите это место игрокам так: \n\n>Три деревянные балки подпирают потолок этой полузатопленной комнаты. В северо-восточном её углу стоит каменный алтарь, с которого свисают кишки. На стене над алтарём висит стальная маска в форме человеческого черепа размером в три фута. \n\nМаска символизирует лик Баала, ничего магического в ней нет. Внутренности гуманоида оставили на алтаре как жертву богу убийств. Если вылить на них пузырёк святой воды, они растают, а алтарь задымится.\n\n#### П8. Плесневелый гобелен \n\nНа задней стене этой сухой ниши висит гобелен ши риной 5 футов и высотой 7 футов. На нём изображена жуткая сцена: четыре безликие фигуры рвут на части пятую, а та кричит. Изучив гобелен, но не прикасаясь к нему, персонажи заметят, что по краям его растёт жёл тая плесень. И действительно, 5-футовый квадрат жёлтой плесени (см. главу 5 Dungeon Master’s Guide (\"Руководства мастера подземелий\"]) находится с обратной стороны го белена и выпустит смертоносные споры, если гобелен потревожат. \n\n#### П9. Двери Мёртвой Троицы \n\nЭта комната пуста, зато неплохо украшена. На каждой из трёх дверей вырезано изображение одного из Мёрт вой Троицы в полный рост. Персонаж узнает все изо бражения, успешно пройдя **проверку Интеллекта (Религия) со СЛ 10**. \n\n***Восточная дверь***. На этой двери вырезан Бейн, принци пиальный злой бог тирании. Он изображён как высокий мужчина в доспехах с закрытым шлемом. Его правая лат ная рукавица выкрашена чёрным и сжимает кандалы. \n\n***Северная дверь***. На этой двери вырезан Баал, нейтраль ный злой бог убийств. Он изображён как крепко сложённый громила с черепом вместо головы и с длинными изогнутыми клинками вместо кистей рук. \n\n***Южная дверь***. На этой двери вырезан Миркул, ней тральный злой Владыка Костей. Он изображён как фигура в плаще, чьё лицо скрывает капюшон. В костяной руке он сжимает кричащий череп человека. \n\n#### П10. Комната некромайтов \n\nОтсюда существа следят за зоной П9 через трещину в двери. Заметив приближение персонажей, некромайты устроят засаду. Зачитайте следующий текст, чтобы описать комнату игрокам: \n\n>Комната почти пуста, лишь на полу лежат бледные тела трёх людей в грязных чёрных мантиях, сложенные в форме треугольника. Между ними лежит зажжённый факел. Вытесанная в камне лестница на западе ведёт вниз, ещё в одну комнату, освещённую факелами. \n\nТрое **@UUID[Compendium.sc-creatures.sc-creatures.Actor.SkhrN1jBvMUy1svn]{Некромит Миркула/Necromite of Myrkul}** (параметры см. на стр. 238) лишь притворяются мёртвыми. Свои цепы с бойками в форме черепов они прячут под мантиями. Понаблюдав за телами и успешно пройдя **проверку Мудрости (Проницательность) со СЛ 10**, персонаж поймёт, что они живы. \n\nНекромайты вскочат на ноги и атакуют, едва любой персонаж войдёт в комнату или если их самих атакуют. Они дерутся насмерть, защищая сокровища в зоне П11. \n\n#### П11. Полуобвалившийся склеп\n\nЭто помещение частично обвалилось. В центре стоит каменный саркофаг, который вскрыли и разграбили давным-давно. \n\n***Сокровища***. Некромайты из зоны Пю прячут три книги заклинаний в прахе и костях гуманоидов в саркофаге. Эти книги они забрали у своих жертв. \n\nПервая книга заклинаний переплетена красной кожей, в ней содержатся заклинания **изменение облика**, **луч болезни**, **немой образ**, **облако тумана**, **обнаружение магии**, **пылающие руки**. \n\nВторая книга заклинаний украшена личной руной прежнего владельца, выжженной на буром переплёте. В ней содержатся заклинания **волшебная стрела**, **опознание**, **приворот гуманоида**, **призыв фамильяра**, **сон**. \n\nТретья книга заклинаний переплетена в кожу чёрной рептилии. В ней содержатся заклинания **безудержный смех Таши**, **волшебная стрела**, **магический доспех**, **ночное зрение**, **облако кинжалов**, **обнаружение магии**, **плавное падение**. \n\n#### П12. Алтарь Бейна \n\nЕсли персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут начеку. Опишите игрокам помещение так: \n\n>Восточная часть комнаты не освещена и подтоплена, потолок подпирают деревянные балки. Вытесанные в камне ступени выходят из мутной воды и ведут в западную часть комнаты — там сухо и горят два факела на держателях по бокам от каменного алтаря. Кетене за алтарём прикован истощённый мужчина в набедренной повязке, на голову ему надет мешок. В нише в северной стене стоит латный доспех без шлема. \n\n>Перед алтарём видны две мрачные фигуры: крепко сложённая женщина с булавой в руках и ещё более крупный мужчина в глухом шлеме. Мужчина тычет пленника копьём, заставляя того извиваться. Обе фигуры в кольчугах, а женщина ещё и носит деревянный щит, на котором нарисован ухмыляющийся череп. \n\nДвое вооружённых людей — Каззира (женщина, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна**, параметры см. на стр. 236) и Йигнат (мужчина, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.MGVIgXl2dDk0PR82]{Железный консул/Iron Consul}железный консул**, параметры см. на стр. 236). Йигнат пытает пленника для развлечения, а Каззира наблюдает за этим. Оба атакуют нарушителей, но постараются не покидать сухой части комнаты. Череп на щите Каззиры нарисован свежей кровью. С пояса Йигната свисает железное кольцо с семью ключами — один отпирает кандалы над алтарём, ещё два — кандалы в зоне П22, остальные от сундуков в зоне П30. \n\nПленник, висящий на западной стене, — Клим Джассо, захваченный в Нижнем Городе два дня назад, при этом его телохранителя убили. Клим — нейтральный злой человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.EEINBJc4CfrJwMmu]{Благородный/Noble}благородный**, у него остался 1ПЗ. Оружия и брони у него нет (КБ 10). Он говорит на все общем и эльфийском, но ничего полезного не знает. Клим посулит, что его семья щедро заплатит, если его доставят целым и невредимым в их особняк в Верхнем Городе, — но он лжёт. Его мать умерла, его отец-патриар болен, а трое младших братьев и сестёр жаждут заполу чить наследство, которое на троих делится лучше, чем на четверых. Торговая компания, долей в которой владеет семейство, на грани разорения, и никакую серьёзную награду или выкуп они не потянут. \n\nУ кандалов Клима КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Сам доспех безобиден, его части намертво скреплены вместе, но рукавицы у него съёмные. Обе рукавицы — это живые предметы, параметры которых не отличаются от **@UUID[Compendium.sc-creatures.sc-creatures.Actor.ybboIqfEaLMNi1hP]{Летающий меч/Flying Sword}**, только они наносят дробящий урон вместо режущего. Рукавицы отделятся от доспеха и атакуют любого, кто их потревожит или выпустит пленника из кандалов.\n\n#### П13. Морг \n\nЕсли персонажи не позаботятся подойти сюда бесшумно и без источников света, обитатели комнаты будут на чеку. Опишите игрокам помещение так: \n\n>Потолок в этой полуобвалившейся комнате поддерживают три деревянные балки. Между балками на обгорелом деревянном столе лежит труп человека. До ужаса тощая женщина в чёрной мантии изучает труп, её лицо почти скрыто капюшоном. У её ног роится стая крысиных скелетиков. \n\nНекромант, что возится с трупом, — это Фленнис (женщина, человек, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.GmsUOo25Mc37aDwF]{Мастер душ/Master of Souls}мастер душ**, параметры см. на стр. 238), она самый высокопоставленный последователь Миркула в этом подземелье. Для скелетов крыс, служащих Фленнис, используйте параметры **@UUID[Compendium.sc-creatures.sc-creatures.Actor.wLTVCJHiMuRlRPNs]{Стая крыс/Swarm of Rats}стаи крыс** из Monster Manual (\"Энциклопедии чудовищ\"), только считайте их нежитью вместо животных. Стаю может изгнать любой персонаж с особенностью Изгнание нежити, а вот заклинания, действующие на животных, на них не сработают. \n\nФленнис собирается сделать из трупа на столе зомби, но заклинание оживление мертвецов занимает 1 минуту, так что ей придётся сперва разделаться с персонажами. Её ске летики крыс атакуют ближайшего врага, а сама она будет творить заклинания, используя стол в качестве укрытия. \n\n***Сокровища***. Помимо мантии и цепа, у Фленнис есть пыльная книга заклинаний, где записаны все её под готовленные заклинания. Книга переплетена чёрной кожей, на ней маленький замочек в форме черепа. Ключ от замка вплетён в волосы Фленнис. Персонаж может также взломать замок, успешно пройдя **проверку Ловкости со СЛ 10** с использованием инструментов вора. \n\nВ первый раз, когда любое существо, кроме Фленнис, откроет книгу, с её страниц поднимется чёрный дымок и сложится в череп, который будет безумно хохотать не сколько секунд, а затем исчезнет. Существо, держащее книгу в момент его появления, должно пройти **испытание Выносливости со СЛ 14**, при провале оно будет проклято на 24 часа. В это время у существа будет уязвимость к не кротическому урону. Заклинание снятие проклятия или подобная магия прекращает проклятие для существа. \n\n#### П14. Голодная крыса \n\nВ этой комнате шныряет обычная **@UUID[Compendium.sc-creatures.sc-creatures.Actor.Puehzkf0mnkxO4C0]{Крыса/Rat}крыса** в поискахобъед ков. Если персонажи поговорят с ней, применив заклинание **@UUID[Compendium.sc-spells.sc spells.Item.gxiqbFdMQAGCRPkU]{Разговор с животными/Speak with Animals}** или подобную магию, она может поделиться сведениями о подземелье. Она будет расположена к персонажам, которые дадут ей еды. \n\nЗнания крысы ограничены местами, где она бывала, — зонами с П5 по П26. Она не знает, где находятся потайные двери, так что понятия не имеет о зонах с П27 по П33, скрытых за потайной дверью в зоне П23. \n\n#### П15. Затопленная комната \n\nВедущие в эту комнату затопленные и заваленные обломками тоннели местами сужаются до 2.5 футов. Четыре деревянные балки, торчащие из грязной воды, подпирают здесь потолок. Среди обломков в северо-западном углу нет ничего интересного. \n\n#### П16. Затопленный склеп \n\nВ центре этого склепа из мутной зловонной воды под нимается открытый каменный саркофаг. Его каменная крышка разбита натрое и лежит под водой к северу от него. Заклинание обнаружение магии покажет ауру магии эвокации вокруг саркофага. Подняв фрагменты крышки из воды, персонажи увидят, что на ней было вырезано изображение кричащего варвара с топором. \n\nОт сырости кости в саркофаге истлели, прекратившись в чёрный ил. \n\n***Ловушка***. Если потревожить содержимое саркофага, над ним появится призрачный боевой топор. Он создан магией, подобной заклинанию призрачное оружие, и для рассеивания считается эффектом заклинания 2-го круга. Призрачный топор нельзя повредить, он не может по кинуть комнату и атакует только существ, действуя при значении инициативы 20. В каждый свой ход он переме щается на 10 или менее футов и совершает атаку закли нанием в ближнем бою (+5 к броску) по цели в пределах 5 футов, нанося 6 ([[/r 1d8 + 2]]) урона силой при попадании. Эффект прекращается, когда в комнате больше не оста ётся существ, а ловушка перезаряжается через 24 часа. \n\n#### П17. Алтарь Миркула \n\nЗачитайте или перескажите игрокам следующий текст, когда их персонажи впервые войдут в комнату: \n\n>В этой сухой полуобвалившейся комнате стоит каменный алтарь, вокруг него свалены черепа и кости гуманоидов. Вершину алтаря покрывают полусгоревшие свечи из чёрного воска, они не зажжены. Если зажечь хоть одну из чёрных свеч на алтаре, она испустит зелёный свет и высветит чёрную надпись на стене. Надпись, которую иначе не видно, гласит на все общем: \"Встаньте в строй!\" \n\nЕсли эти слова произнести вслух в пределах 5 футов от алтаря, надпись исчезнет, а кости, лежащие под обломками в северном конце комнаты, восстанут и соберутся в три оживших человеческих **@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}**. Эти скелеты — злая нежить, но они подчиняются приказам того, кто произнёс поднявшие их слова, и служат ему, пока их не уничтожат или хозяина не убьют. \n\n#### П18. Скопление газа \n\nПотолок в этом подтопленном зале поддерживает мно жество деревянных балок. В воздухе пахнет тухлыми яй цами, и этот запах ощущается даже за пределами зала. Подходя к этой зоне, любой персонаж может пройти **проверку Мудрости (Выживание) со СЛ 10** и при успехе поймёт, что это запах огнеопасного газа, скопившегося в зале. Газ рассеивается, не доходя до других зон подземелья. Культисты Мёртвой Троицы гасят факелы, когда проходят через эту зону.\n\nЕсли внести зажжённый факел или любое другое открытое пламя в этот зал, произойдёт взрыв. Суще ства, полностью погружённые в воду, не получат урона, остальным же в помещении нужно пройти **испытание Ловкости со СЛ15**, при провале они получат 14 ([[/r 4d16]]) урона огнём, при успехе — половину этого урона. Все деревян ные балки, поддерживающие потолок, сломаются при взрыве, отчего потолок может рухнуть (см. \"Особенно сти подземелья\" в зоне П5). Взрыв также выжжет весь газ, который снова накопится и станет опасным только через 24 часа. \n\n#### П19. Полуобвалившийся склеп\n\nБольшая часть помещения обвалилась, и обломки практически погребли каменный саркофаг, который давным-давно разграблен. Тут не осталось ничего интересного. \n\n#### П20. Полуразграбленный склеп \n\nУ задней стены этого пыльного склепа стоит открытый саркофаг, его тяжёлая каменная крышка валяется на боку между саркофагом и южной стеной. На северной стороне саркофага потускневшая фреска изображает, как всадники с копьями скачут по золотым полям. \n\n***Сокровища***. Поверхностный осмотр саркофага ничего не даст — в нём только прах и пара человеческих костей. Но персонаж, который тщательно его обыщет, обнару жит, что у саркофага двойное дно из дюймового слоя гипса. Если пробить гипс, откроется углубление, в ко тором человеческая мумия плавает в неглубокой луже красного раствора. Два лунных камня (по 50 зм каждый) вставлены в глазницы мумии, а сумка бобов вставлена вместо её сердца. Чтобы обнаружить сумку, персонажи должны целенаправленно вскрыть грудь мумии. Сама мумия неживая и не возражает против грабежа. \n\n#### П21. Склеп зомби\n\nПрислушавшись у двери в эту комнату, персонажи расслышат сдавленные стоны гуманоидов. Опишите игрокам эту зону так: \n\n>Шестеро стонущих людей бродят по этому пыльному склепу, их плоть гниёт, от них пахнет могилой. У задней стены стоит открытый каменный саркофаг, его расколотая на куски крышка валяется вокруг него на полу. \n\nХодячие трупы — это шесть **@UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби/Zombie}зомби**, которые созданы Фленнис (см. зону П13) из останков жертв, убитых культистами Мёртвой Троицы. Зомби подчиняются только создательнице и атакуют всех остальных, даже других культистов. На северной стенке саркофага вырезаны жуткие изо бражения людей-каннибалов. Саркофаг разграбили дав ным-давно, и поиски внутри него позволят найти лишь человеческий череп без нижней челюсти и пару обломков костей. \n\n#### П22. Пыточная \n\nТут последователи Бейна пытают и допрашивают плен ников. Опишите это помещение игрокам так: \n\n>Стены и пол покрыты потёками и брызгами засохшей крови. На восточной и южной стенах подвешены два прикованных тела: пожилой мужчина-человек и девушкатифлинг. Оба покрыты кровоточащими ранами и не дви гаются. Посреди комнаты стоит прочный деревянный стул, на котором висит окровавленный кнут. Рядом на полу стоит полупустое ведёрко с солью. \n\nПоследователи Бейна втирают соль в раны пленников, чтобы усилить их мучения. У железного консула Йигната (см. зону П12) есть ключи от кандалов, у которых КБ 19, 10 ПЗ и невосприимчивость к урону ядом и психическому урону. Персонаж, у которого есть инструменты вора, также может взломать кандалы, успешно пройдя **проверку Ловкости со СЛ 15**. \n\nМужчина мёртв. Его звали Эффинакс Зальбор, он водил караваны для патриарской семьи Джассо, владеющей до лей в торговой компании в Западных Землях (см. зону П12). \n\nУ женщины-тифлинга 0 ПЗ, она без сознания, но стабилизирована. Это Вендетта Кресс, она нейтральная, **@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{Простолюдин/Commoner}**, говорит на всеобщем и дьявольском. У неё устойчивость к урону огнём и ночное зрение на рассто янии до 6о футов. Вендетта продавала вино и крепкие напитки, работая на патриарскую семью Оатун из Врат Балдура. На неё напали в Нижнем Городе, лишили со знания и затащили сюда, чтобы помучить. Надопросе она выдала захватчикам сведения об Оатунах и их ох ране. Она также видела допрос и смерть Эффинакса, из которого выбивали сведения о семействе Джассо. \n\nЕсли Вендетту освободить, она останется с персона жами, пока не представится случай сбежать. Но перед этим она поделится со спасителями некоторыми све дениями. Во время плена она иногда слышала скрежет открытия и закрытия тяжёлой каменной двери, а также плеск шагов по воде. Звуки доносились с севера. Эти све дения подскажут персонажам поискать потайную дверь в этом направлении (см. зону П23). \n\nЕсли Вендетта переживёт приключения в подземелье, она расскажет о невероятном спасении множеству зна комых во Вратах Балдура, в том числе почти каждому городскому трактирщику. \n\n#### П23. Потайная дверь и часовой \n\nВ северной стене этого затопленного тоннеля есть потайная дверь, которая открывается в зону П27 В воде к югу от потайной двери стоит мужчина с факелом — **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}кулак Бейна** (параметры см. на стр. 236), который следит за за падной лестницей. В первый свой ход после того, как он заметит персонажей, часовой отступит к зоне П25 и будет стучать по двери, чтобы разбудить других культистов, и кричать изо всех сил: \"Чужаки!\", чтобы предупредить обитательницу зоны П26.\n\n#### П24. Приют Миркула \n\nЭтот разграбленный склеп последователи Миркула ис пользуют как место отдыха. Опишите его игрокам так: \n\n>Этот склеп освещают четы ре потрескивающих факела в держателях на стенах. Середину склепа занимает открытый каменный саркофаг. На нём нет никакихукрашений и над писей, но он полон черепов и костей гуманоидов. На полу вокруг саркофагалежат шесть пыльных спальных мешков. \n\nПоследователи Миркула набили саркофаг черепами и костями, собранными по всему подземелью, соорудив из него своеобразный алтарь Владыке Костей. \n\n#### П25. Приют Бейна \n\nУ стен этого разграбленного и полуобвалившегося склепа спят четверо **@UUID[Compendium.sc-creatures.sc-creatures.Actor.beDnS1JPW7nyMqRN]{Кулак Бейна/Fist of Bane}** (параметры см. на стр. 236). Все одеты в броню и держат оружие под рукой. Если их разбудит шум или часовой из зоны П23, они схватят оружие и быстро подготовятся к отражению любого нападения. \n\nПомещение освещают два чадящих факела в держате лях на северной и западной стенах. Каменный саркофаг в центре комнаты пуст, его крышка наполовину погре бена под обломками на полу за ним. \n\n#### П26. Приют Баала \n\nЗачитайте или перескажите следующий текст, когда персонажи впервые войдут в эту зону: \n\n>Четыре мерцающих факела в держателях на стенах освещают этот полуобвалившийся склеп. Открытый саркофаг в центре до краёв наполнен кровью, струйки которой стекают по сторонам и образуют лужи на полу. Крышка саркофага наполовину погребена под обломками за ним. \n\nКультисты Баала любят купаться в человеческой крови, которой наполнили саркофаг. Женщина (**@UUID[Compendium.sc-creatures.sc-creatures.Actor.SlipaB3X8mXCC1E6]{Жнец Баала/Reaper of Bhaal}**, па раметры см. на стр. 237) прячется за саркофагом, покрытая кровью с головы до ног. При первом появлении чужаков она сотворит на себя заклинание ***@UUID[Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA]{Изменение облика/Disguise Self}*** и превратится в старушку по имени Небра. В этом облике она представится цветочницей, которую схватили культисты Мёртвой Троицы и сделали рабыней в подземелье. Если персонажи купятся и заберут Небру с собой, она пока жет им потайную дверь (в зоне П23) и попробует отвести их в зону П29, где надеется найти подкрепление. Едва она заведёт персонажей в помещение, где много других культистов, она сбросит маскировку и атакует. Она также атакует, если заклинание кончится раньше. \n\n#### П27. Эхо БОЯ \n\nЭтот затопленный коридор шириной 10 футов укреп лён через равные промежутки деревянными балками. Огарки факелов плавают в мутной воде. Там, где тоннель сворачивает на запад к зоне П29, персонажи услышат отзвуки схватки, идущей в этой зоне. \n\n#### П28. Старый погреб \n\nЭто затопленное помещение когда-то было погребом, а обвалившийся восточный коридор — началом лестницы, которая прежде вела в жилой дом в городе. Под мутной водой скрыты четыре оживших человеческих **@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет/Skeleton}**, которые встанут и атакуют любого, кто пройдёт по комнате. \n\n#### П29. Мортлок Вантампур \n\nЗвуки боя усиливаются по мере того, как персонажи приближаются сюда. Опишите игрокам сцену так: \n\n>\"Коридор выводит в затопленный зал, из которого ступени, вытесанные в камне, ведут на юг, север и северо-восток. В середине зала пол поднимается выше уровня воды, образуя островок. Вокруг островка плавают трупы и огарки факелов, а на нём кружат двое мужчин с обнажённым оружием. Один из них — здоровенный громила без брони со шрамами на лице и с дубиной — возвышается над противником, но явно тяжело ранен. Мужчина пониже мускулист и обнажён до пояса. Он сжимает окровавленный кинжал в одной руке, а факел в другой. Его голый череп не покрывает даже кожа. \n\nЗдоровяк с дубиной — 29-летний **@UUID[Compendium.sc-creatures.sc-creatures.Actor.3n7han8c6pFBUZzC]{Мортлок Вантампур}** (параметры см. на стр. 26), у него осталось 30 ПЗ. Его противник — ещё не раненный **@UUID[Compendium.sc-creatures.sc-creatures.Actor.VYoDudLLIdAIZoWp]{Глава смерти Баала/Death's Head of Bhaal}** (параметры см. на стр. 237) по имени Вааз. Ещё четверо культи стов Мёртвой Троицы убиты и лежат в воде — Мортлок размозжил им черепа. \n\nГерцогиня Таламра Вантампур, мать Мортлока, терпит его, но старшие братья Тёрствелл и Амрик его ненавидят, считая болваном и выродком. Половину лица Мортлока ещё в детстве изуродовал ожог, и это уродство придало ему жуткий облик. Мать отправила его в подземелье под банями, чтобы помогать культистам координиро вать нападения по всему городу. Когда стало ясно, что культисты могут справиться и без Мортлока, Тёрствелл и Амрик втайне от матери сговорились с несколькими культистами Баала, чтобы те убили Мортлока. \n\nМортлок и Вааз прекратят схватку при появлении персонажей. Приняв их за пособников Мортлока, Вааз от ступит из боя в свой следующий ход и убежит в зону П33, где будет обороняться насмерть. Факел Вааз прихватит с собой. Мортлок не будет его преследовать, а попробует заключить союз с персонажами. Если те договорятся с Мортлоком, он выдаст им такие сведения в обмен на обещание, что его отпустят:\n\n* \"Меня предали! Эти убийцы сговорились с моими братцами прикончить меня. Если б вы не пришли, я был бы уже мёртв. Вы спасли мне жизнь!\"\n* \"Наша семья платит культистам, чтобы те резали на род по всему городу. Это всё задумано, чтобы доказать, что Пламенный Кулак не справляется с работой. Если город перестанет им платить, Пламенному Кулаку не зачем будет оставаться во Вратах Балдура. Они свалят, и никто уже не помешает моей мамаше стать верхов ной герцогиней. А если у неё всё получится, с Вратами Балдура устроят то же, что с Эльтурелем, — затянут в Девять Преисподних\". \n* \"Мамаша моя — одна из трёх оставшихся членов Со вета Четырёх, который правит Вратами Балдура. Это она устроила так, чтобы Ульдер Рейвенгард поехал в Эльтурель на встречу с высшим наблюдателем Тейвиусом Кригом. Теперь без Рейвенгарда Пламенный Кулак обезглавлен и уязвим\". \n* \"Культистам регулярно платит мой братец Амрик. Он ростовщик, даёт ссуды в таверне \"Низкий фонарь\". Мамаша меня не шибко жалует, а вот в Амрике души не чает. Он всегда был маменькин любимчик\". \n* \"Старший из моих братьев, Тёрствелл, использует бесов, они для него шпионят по всему городу. И за ба нями он тоже присматривает—думаю, он уже знает, что вы тут. Но он у нас хиляк и почти не выходит из мамашиного особняка\". \n* \"Раз уж вы сюда добрались, значит, перебили почти всех вожаков культа Мёртвой Троицы. А без них культ распадётся. Тут неподалёку культисты сокровища прячут\". (Мортлок укажет в сторону зоны П30.) \n\nЕсли персонажи его отпустят, Мортлок спрячется в городе, пока не сможет купить место на судне и покинуть Врата Балдура. Возвращаться он не намерен. \n\nМортлок ужасно боится столкнуться со своей мамашей или братьями. Однако при успешной **проверке Харизмы (Убеждение) со СЛ 14** его можно убедить, чтобы он помог персонажам схватить или убить Амрика в \"Низком фонаре\" (см. стр. 28). После этого Мортлок покинет город как можно быстрее, чтобы избежать гнева матери. \n\n#### П30. Украденные сокровища \n\nТиамат Короткий лестничный пролёт ведёт наверх в круглую комнату, в центре которой стоят четыре деревянных сундука с навесными замками. Замки заперты, но пер сонажи могут забрать ключи у железного консула в зоне П12. Персонаж также может взломать замки инструмен тами вора, успешно пройдя **проверку Ловкости со СЛ 15**. \n\n***Сокровища***. Каждый сундук весит 25 фунтов, когда пуст. Во всех четырёх сложены сокровища, украденные у Тиамат на Авернусе. Сокровище принесли во Врата Балдура дьяволы, служащие Зариэли, а Амрик Вантам пур по приказу матери передал их культистам Мёртвой Троицы. Содержимое каждого сундука описано далее. \n\nВ первом сундуке — 4 500 мм и два красных хрусталь ных пузырька с золотыми пробками (по 25 зм каждый). В каждом пузырьке — зелье огненного дыхания. Вместе с монетами и пузырьками сундук весит 70 фунтов. \n\nВо втором сундуке — 10 глазковых агатов (по 10 зм каждый) среди 1250 см. Вместе с монетами и самоцве тами сундук весит 37 фунтов. \n\nВ третьем сундуке — изящная фарфоровая маска дракона (25 зм) поверх 2 400 мм и 500 см. Вместе с монетами сундук весит 55 фунтов. Маска весит 1 фунт. \n\nВ четвёртом сундуке — бронзовая корона с пятью зубцами (250 зм). Каждый зубец имеет форму и окрас одного из пяти видов цветных драконов (белый, зелёный, крас ный, синий, чёрный). Корона весит 2,5 фунта. \n\n#### П31. Факелы \n\nВ этой нише стоит деревянный ящик, больше в ней ничего нет. В ящике может уместиться до шестидесяти факелов, но сейчас они почти кончились, факелов осталось только пять. \n\n#### П32. Краденое добро \n\nПо комнате расставлены девять деревянных ящиков. Между них шныряет шесть безобидных крыс, вроде той, что герои встретили в зоне П14. \n\n***Сокровища***. Шесть ящиков пусты, не считая соломен ной подстилки. В трёх остальных хранится награблен ное, которое культисты ещё не поделили, в том числе сухие пайки на ю дней, сумка с двадцатью шипами\"чесноком\", три склянки алхимического огня, шесть пар кандалов, четыре огнива, девять кинжалов и четыре зелья исцеления в стеклянных пузырьках. \n\n#### П33. Святилище Мёртвой Троицы \n\nЕсли Вааз сбежал из зоны П29, он стоит тут перед ста туями в западной части зала, а на полу у его ног тлеет факел. Опишите помещение игрокам так: \n\n>Огарки факелов усеивают пол этого зала. Его западную часть занимаюттри шестифутовые раскрашенные деревянные статуи. Каждая статуя стоит на двухфутовом постаменте из красного камня, из-за чего кажется выше и страшнее. \n\n>Центральная статуя изображает мужчину в латах, чьё лицо скрыто жутким забралом шлема. Он весь выкрашен красным, кроме правой латной рукавицы — она чёрная. В этой рукавице он сжимает кроваво-красное копьё, нацеленное вверх. Статуя на севере изображает благородного мужчину в лиловой мантии и маске арлекина, который держит за спиной кинжал. Статуя на юге изображает скелет в чёрной мантии, его челюсти открыты, а костяные руки вытянуты вперёд. \n\nКультисты собираются в этом зале, чтобы планировать нападения в городе. Эти встречи часто кончаются сва рами; впрочем, обычно культисты Баала и Миркула следуют планам последователей Бейна, умеющих мыслить стратегически. Каждая статуя — из цельного дерева и весит 150 фун тов. Статую можно свалить с постамента, успешно пройдя **проверку Силы (Атлетика) со СЛ 10**. \n\n**Статуя Бейна**. Статуя мужчины в броне изображает Бейна. Копьё у него настоящее, но немагическое. Когда любой гуманоид впервые окажется в пределах 5 футов от статуи, он должен пройти **испытание Харизмы со СЛ 12**, при провале он опустится на колени. Пока существо стоит на коленях перед статуей, оно не может ни двигаться, ни совершать действия или ответные действия. Существо может повторять испытание в конце каждого своего хода, при успехе эффект для него прекращается. \n\n**Статуя Баала**. Маска арлекина — отдельный предмет, который можно снять со статуи. Под маской обнажится жуткое лицо Баала, похожее на череп. \n\n**Статуя Миркула**. Любой, кто осквернит эту статую, будет проклят Владыкой Костей. Пока проклятие не снимут заклинанием ***снятие проклятия*** или подобной магией, осквернитель не получает пользы от магического исцеления. \n\n### Внезапно! Драконьи культисты!\n\nЕсли персонажи очистят подземелье от культистов Бейна, Баала и Миркула, все оставшиеся последователи Мёртвой Троицы будут избегать подземелья и бань, едва поймут, что тут больше не безопасно. \n\nКогда персонажи выйдут из подземелья и бань, их ждёт последняя сцена во дворе (зоне П1). Зачитайте или перескажите следующий текст, чтобы начать сцену: \n\n>Едва вы вышли из бань, с ограды двора спрыгивают пять фигур и преграждают вам путь. Они одеты в чёрную кожаную броню, странные маски и плащи, придающие им отдалённое сходство с драконами. Все пятеро размахивают кривыми стальными клинками, похожими надраконьи когти. \n\nЭти люди — четыре **@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{Культист/Cultist}** Тиамат и их вожак — **@UUID[Compendium.sc-creatures.sc-creatures.Actor.lWVh4aRcx6AvFJ79]{Фанатик культа/Cult Fanatic}**, мужчина по имени Ультисс. Этих хаотичных злых последователей Тиамат прислал Аркон Жестокий (см. главу з) вернуть сокровища, украденные у драконьей королевы на Авернусе лазутчиками Зариэли. Благодаря этим сокровищам герцогиня Вантампур и её сыновья купили верность последователей Мёртвой Троицы. \n\nКультистов привели сюда видения, посланные Тиамат, и они точно знают, когда находятся в пределах 1 ооо фу тов от краденых сокровищ. Если персонажи взяли хоть часть сокровищ из зоны П30, культисты атакуют их, чтобы вернуть своё. В ином случае культисты потребуют, чтобы персонажи не путались под ногами и не лезли в их дела. Добыв украденные сокровища королевы драконов, культисты намерены выследить и убить Вантампуров и всех остальных во Вратах Балдура, кого считают шпи онами Зариэли. Те из культистов, кто переживёт эту сцену, могут появиться позже, чтобы помочь или поме шать персонажам, если вы так решите. \n\nЕсли невидимый **@UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{Бес/Imp}** присутствует в зоне П1, когда персонажи столкнутся с культистами Тиамат, он бесшумно проследит за событиями и доложит Тёрствеллу Вантампуру, вернувшись на виллу. \n\n### Куда дальше? \n\nПоняв, что старшие братья сговорились убить его, Мортлок Вантампур станет уговаривать персонажей схватить или убить Амрика в портовой таверне \"Низкий фонарь\". Сюжет приключения предполагает, что персонажи сразу же отправятся туда. Если персонажам нужен дополни тельный мотив для охоты за Амриком, Мортлок заверит их, что мать очень ценит безопасность Амрика и пойдёт на переговоры, если персонажи схватят его. Он намек нёт, что глупо бороться с герцогиней Врат Балдура, не имея подобного преимущества. Если же персонажи решат сразу штурмовать виллу Вантампуров, переходите к разделу \"Вилла Вантампуров\" (стр. 32). \n\nОчистив подземелье Мёртвой Троицы, персонажи должны получить 3-й уровень, прежде чем отправляться в \"Низкий фонарь\" или на виллу Вантампуров.\n\n## (ур.3) «Низкий фонарь»\n\nПерсонажи встречаются ещё с одним сыном гер цогини Вантампур в портовой таверне «Низкий фонарь». Там же они находят беглую Всадницу Преисподней — Рею Ментелморн.\n\n---\n\n«Низкий фонарь» — обветшалое трёхмачтовое торговое судно, стоящее на якоре в восточной части гавани. Оно уже давно непригодно для выхода в море, так что его превратили в плавучую таверну и игорный дом, откры тый круглые сутки. Игра в «Кости Балдура» тут не менее популярна, чем в прочих тавернах города (см. врезку «Таверны во Вратах Балдура», стр. 16).\n\n> #### Другие сцены с Мёртвой Троицей \n\n>Очистив подземелье Мёртвой Троицы, герои могут встретить культистов Бейна, Баала или Миркула в других частях Врат Балдура. Эти злодеи (см. приложение Г) обычно действуют смешанными группами последователей трёх богов. Вот несколько подходящих сцен для группы из четырёх-пяти персонажей с з-го по 5-й уровни: \n\n>***Отряд похитителей (для персонажей з-гоуровня)***. Четверо **кулаков Бейна**, три **ночных клинка** и два **некромайта Миркула** пытаются схватить кого-то из горожан ради пыток или выкупа. \n\n>***Отряд убийц (для персонажей 4-гоуровня)***. **Железный консул** и два охраняющих его **кулака Бейна** используют трёх **ночных клинков** как разведчиков и убийц, чтобы нападать на случайных прохожих. **Черепоббец Миркула** оказывает магическую поддержку, творя заклинание тьма, чтобы запутать врагов и облегчить отступление. \n\n>***Отряд мстителей (для персонажей 5-го уровня)***. **Чёрная рукавица Бейна** придёт за персонажами вместе с двумя **жнецами Баала** и **мастером душ**, управляющим отрядом нежити из **шести скелетов** или четырёх **зомби**.\n\n### О таверне \n\nМестоположение «Низкого фонаря» отмечено на карте 1.1 (стр. 13), а на карте 1.4 показан его внутренний план. Опишите таверну игрокам так: \n\n>Туман скрывает «Низкий фонарь», пока вы не подойдёте на сотню футов, и лишьтогда вы видите его высокие мачты и скрипучий корпус. На судне, превращённом в плавучую таверну, есть снасти, но нет парусов, и оно приковано к причалу толстыми цепями. Деревянный трап ведёте причала на главную палубу. Фонарь на носу горит призрачным зелёным светом, показывая, что таверна открыта. \n\nДнём в «Низком фонаре» тихо, лишь несколько завсег датаев выпивает и играет на нижней палубе. Заведение оживает по ночам — оно популярно как место тайных встреч среди наименее законопослушных жителей го рода вроде пиратов и наёмников Пламенного Кулака после службы. \n\nВладеет таверной Ларейлра Тандрет, человеческая женщина средних лет, **маг**. Завсегдатаи и сотрудники зовут её Капитаном. Ларейлра нейтральная, она не ин тересуется личными делами клиентов и не вмешивается, когда те устраивают потасовки, — главное, чтобы они потом заплатили за ущерб. На публике Ларейлра часто появляется с крабом-фамильяром на плече. С рассвета до полудня она отдыхает у себя в каюте (зона Ф4) — ест, спит и читает книгу заклинаний. \n\nВ «Низком фонаре» подают выпивку и лёгкие закуски, а не полноценные обеды. В таверне постоянно дежурят по два бармена-**кенку** и по шесть вышибал (люди-**головорезы**). Персонал работает сменами по восемь часов: одна смена приходит, другая уходит. \n\n### Завсегдатаи таверны \n\nВ «Низкий фонарь» ходят самые бедные горожане, иностранные купцы и матросы, у которых ещё остались деньги. К приходу персонажей среди завсегдатаев есть такие: \n\n* Гримбут (принципиальный злой **двергар**), грубый ко соглазый костолом, выбивающий долги для местной гильдии воров. \n* Хитоси Джейд (нейтральный человек, **простолюдин**), подвыпивший моряк с торгового судна «Золотая чайка», принадлежащего патриарской семье Ирлентри. \n* Джорунн Найбери (нейтральный человек, **простолюдин**), скромный конезаводчик, работает на патриар- скую семью Бельт, но много задолжал, проигравшись. \n* Скадрик Салакар (нейтральный злой человек, **ветеран**), ленивый солдат Пламенного Кулака, его отстра нили от службы без оплаты на десятидневку за нару шение служебного долга. \n* Принн Дикосвист (принципиальный нейтральный крепкосердечный полурослик, **простолюдин**), чистильщик судов, который носит очки и любит напевать матросские песенки. \n* Эйрит и Бельдан (хаотичные добрые **дроу**), неуклюжие близнецы, которые везде ходят вместе. Они покинули Подземье в поисках приключений на поверхности. \n\nАмрик Вантампур ведёт свои дела в «Низком фонаре» с согласия Ларейлры. Если персонажи спросят про него, их направят в зону Ф6. \n\n### Зоны таверны\n\nЭти места отмечены на карте 1.4. \n\n#### Ф1. Главная палуба Опишите игрокам эту зону так: \n\n>Деревянные лестницы с главной палубы судна ведут наверх на полуют и полубак и вниз, вглубь корабля. Деревянная решётка со стёклами, запертая на навесной замок, пропускает свет на нижнюю палубу. Там и находится сама таверна—её видно сквозь стёкла решётки. На палубе валяются четыре дохлые чайки, а из «вороньего гнезда» на увитой снастями мачте с высоты сорок футов на вас каркают два настоящих ворона. \n\nЭти два ворона — **бесы**, сменившие форму. С их помо щью Тёрствелл Вантампур (см. стр. 34) присматривает за братом Амриком. Бесы обожают почём зря убивать пролетающих чаек, а работники таверны никак не могут понять, откуда берётся столько птичьих трупов. Изу чив труп чайки и успешно пройдя проверку Мудрости (Медицина) со СЛ 13, персонаж поймёт, что чаек зако лоли жалом. Если бесы заметят, что Амрик покидает судно, они проследят, чтобы его не преследовали. \n\nЕсли они поймут, что Амрик в опасности, они спустятся и атакуют того, кто ему угрожает. В остальное время бесы будут избегать боя и делаться невидимыми, чтобы их не схватили и не убили. \n\n#### Ф2. Полубак \n\nНа этой части палубы валяются ещё [[/r 1d4]] дохлые чайки (пояснения см. в зоне Ф1). На бушприте висит фонарь с зелёными стёклами, указывающий, что таверна от крыта. Ежедневно в полдень работник таверны забира ется на бушприт, чтобы погасить фонарь, заправить его маслом и снова зажечь. \n\nВ тёплые ясные ночи Ларейлра выносит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли выпить и сыграть при свете звёзд. \n\n#### Ф3. Полуют \n\nНи штурвала, ни румпеля нет, на их местах остались только дырки. Как и в зоне Ф2, в хорошую погоду Ларейлра иногда ставит столы, стулья и фонари прямо на эту палубу, чтобы клиенты могли попировать под открытым небом. \n\n#### Ф4. Каюта Ларейлры \n\nЗамок на каюте Ларейлры проржавел настолько, что уже не запирается, а она всё никак его не поменяет, так что каюта не заперта. Один из вышибал в зоне Ф5 присма тривает за дверью и осадит любого, кроме Ларейлры, кто сунет туда нос. Опишите каюту игрокам так: \n\n> Каюта полна разнородной деревянной мебели: кровать со столбиками в форме русалок, прикроватный столик, платяной шкаф, письменный стол, кресло, накрытое мехами, и небольшой обеденный столик, окружённый четырьмя простыми стульями. В изножье кровати стоит изукрашенный морской сундуке навесным замком. \n\nКлюч от сундука Ларейлра хранит в ближайшем стол бике кровати: его набалдашник отвинчивается, а внутри тайник, где спрятан ключ. Замок сундука также можно взломать, успешно пройдя **проверку Ловкости со СЛ 20** с использованием инструментов вора. Помимо предметов, описанных в разделе «Сокровища», в сундуке есть четыре летающих кинжала, которые атакуют любого, кроме Ларейлры, кто откроет сундук. Используйте для кинжалов параметры **летающих мечей**, но с такими изменениями: \n* Каждый кинжал — маленькая конструкция с 7 (3d4) ПЗ и классом опасности 1/2 (25 ПО). \n* Каждый кинжал наносит 3 ([[/r 1d4+1]]) колющего урона при попадании. \n\n***Сокровища***. В сундуке хранится пара хороших сапог, бутылка с изысканным вином (10 зм), пачка писем от анонимного поклонника и книга заклинаний Ларейлры, где записаны все её подготовленные заклинания, а также волшебное оружие, опознание, полиглот, порыв ветра, послание и сон. \n\n#### Ф5. Бар и игорный зал \n\nСамая людная и шумная часть судна. Тут пахнет по том, дешёвым элем, гниющей древесиной и засохшей рвотой. Трое вышибал (**головорезы**) стоят так, чтобы видеть всё происходящее. Если Ларейлра не у себя в каюте (зона Ф4), она сидит у южного конца барной стойки с крабом-фамильяром на плече. Новых клиентов Ларейлра приветствует заученной речью: \n\n>«Добро пожаловать! Меня зовут Ларейлра Тандрет, но народ тут зовёт меня Капитаном. Если хотите выпить или сыграть, вы пришли в подходящее место. Только будьте осторожны, тут случаются заварушки».\n\nИспользуйте раздел «Завсегдатаи таверны» при необходимости, чтобы описать обитателей таверны. Тут всегда найдётся желающий сыграть в «Кости Балдура». \n\nТаверну освещают подвешенные масляные фонари и естественный свет, проникающий через застеклённую решётку и грязные иллюминаторы. Каждый иллюминатор диаметром в 1.5 фута и заперт изнутри на ржавую щеколду. \n\n#### Ф6. Салон таверны \n\nСалон занимает целую палубу и освещён масляными фонарями, свисающими с потолка высотой 8 футов на футовых цепях. На палубе нет окон, но есть бар, диваны, кофейные столики и столы, за которыми клиенты могут общаться и играть. Трое вышибал (**головорезы**) стоят в салоне так, чтобы их было видно. \n\nАмрик Вантампур (см. параметры во врезке) превра тил пару диванов и кофейный столик у кормовой стены в своё рабочее место. Зная, что многие завсегдатаи таверны — неудачливые игроки, которые вечно залезают в долги, он открыл тут ростовщическую контору. В обмен на занимаемое помещение Амрик оплачивает вино, которое доставляют в «Низкий фонарь», благодаря чему предприятие Ларейлры окупается. \n\n33-летний Амрик сидит один на диване у правого борта, положив ноги на стол и осматривая салон. Диван у левого борта свободен — он для клиентов. У Амрика два телохранителя. Кашарра, **игольчатый дьявол**, сидит наспинке дивана Амрика. Валтус, принципиальный злой человек-**головорез** с сонными глазами и собран ными в хвост рыжими волосами, сидит у ближайшего конца барной стойки. Валтус держит при себе мешочек со 150 зм, из которых Амрик даёт ссуды клиентам. Если Амрик решит, что его жизнь в опасности, он взорвёт по тайную дымовую бомбу и отступит наверх по лестнице, оставив телохранителей прикрывать побег. \n\nАмрик обожает выпить и обменяться любезностями, прежде чем перейти к делу. Персонал Ларейлры он вы муштровал так, что они по малейшему жесту понимают, когда поднести напитки. Если он хочет, чтобы выпивку отравили, у него и на это есть тайный знак. Под барной стойкой спрятана бутылочка с четырьмя дозами ступора (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руководства мастера подземелий»]), с помощью которой бармен-кенку может отравить напитки по сигналу Амрика. \n\n#### Ф7. Гостевая каюта \n\nЭта каюта сейчас не занята. Из мебели тут есть кровать, платяной шкаф, пустой письменный стол и стул. Масляный фонарь висит на ржавом крюке, привинченном к мачте. \n\nЗамок на двери в каюту проржавел и бесполезен, но стулом можно подпереть ручку двери так, чтобы она не открывалась. В таком случае, чтобы открыть дверь, понадобится успешно пройти проверку **Силы (Атлетика) со СЛ 13** и наделать много шуму. \n\n#### Ф8. Спальни \n\nЭта часть судна находится ниже уровня воды, и тут вечно бывают течи. Лужи воды скапливаются в изгибах пола, всё кругом воняет рвотой и мочой. \n\nВ четырёх нишах стоят дешёвые койки, где пьяницы могут проспаться. В носу висят четыре гамака для тех же целей. В любое время [[/r 1d4]] **простолюдина** спят (пребывают без сознания) в этой зоне после бурной ночи. Если персонажи решат обчистить их, у каждого есть по ко шельку с [[/r 1d6]] см и [[/r 2d6]] мм. \n\n### Общение с Амриком \n\nЕсли персонажи не атакуют его сразу, Амрик решит, что им нужна ссуда. Он с радостью предоставит ссуду в пределах 150 зм (столько сейчас носит его телохранитель Валтус). Условия Амрика просты: возврат долга через десяти дневку с доплатой 25%. Амрик — член влиятельной семьи Вантампур, у него хватает приспешников, чтобы выбить долг из любого, кто откажется платить, а влияние его семейства простирается далеко за пределы Врат Балдура. \n\nПерсонажи могут взять ссуду с намерением выплатить её или обмануть. Если персонажи решат надуть Амрика, им надо пройти **проверку Харизмы (Обман) в состязании с Мудростью (Проницательность) Амрика**, как описано в главе 7 Player’s Handbook («Книги игрока»). Персонажи могут расспросить Амрика, чтобы выудить сведения, но Амрик — опытный лжец, который ни за что не выдаст себя или члена семьи, которого боится, вроде матери и старшего брата. Если персонажи упомянут Мортлока, Амрик заявит, что этот «уродливый громила» якшается с худшими отбросами Врат Балдура и позорит семью. Очевидно, что Амрик не выносит Мортлока, но ни за что не признается, что планировал убийство брата. Если персонажи обвинят его в этом, Амрик скажет, что во всём виновен сам Мортлок. Если это не сработает, он прикроется именем и репутацией матери, надеясь, что персонажи дважды подумают, прежде чем оскорбить или ранить любимого сына герцогини Таламры Вантампур. \n\nАмрик никогда не дерётся насмерть и сдастся, если не сможет победить, уговорить или сбежать от опасного противника. Если персонажи победят телохранителей Амрика и возьмут его в плен, он сделает всё, что ему велят, пока не представится случай сбежать. Персонал «Низкого фонаря» вмешиваться не станет. \n\nЕсли персонажи убьют Амрика на борту «Низкого фонаря», Ларейлра предупредит их, что это навлечёт гнев герцогини Таламры Вантампур. Она посоветует им немедленно сбежать из Врат Балдура, прежде чем их отправят на корм рыбам. \n\n### Рея Ментелморн \n\nПрежде чем персонажи уйдут из «Низкого фонаря», их поприветствует новый посетитель. Зачитайте следующий текст игрокам: \n\n>К вам подходит фигура в плаще, лязгая доспехами при каждом шаге. Рука в перчатке покоится на эфесе длинного меча. Другая рука приподнимает капюшон, открывая лицо молодой девушки со смуглой кожей, рыжими волосами и пронзительным взглядом. \n\nФигура в плаще — Рея Ментелморн (принципиальная добрая, человек, Всадница Преисподней; используйте параметры **ветерана**). Рея говорит на всеобщем. \n\nРея родилась в Турмише и в двенадцать лет уехала в священный город Эльтурель, чтобы обучаться как Всад ник Преисподней. Она верная служительница Торма и всегда готова пожертвовать собой ради общего блага. \n\n#### Рассказ Реи \n\nРея тренировалась в нескольких милях к северу от Эльтуреля, когда город исчез. Она не поверила своим глазам, но свет Спутника погас и он почернел, а город, казалось, рухнул и провалился за горизонт — это жуткое зрелище Рея теперь не может забыть. Она вернулась в Эльту рель, но обнаружила на месте города только кратер. Ей пришлось отвести группу перепуганных беженцев на запад, во Врата Балдура. Прежде чем Пламенный Кулак закрыл городские ворота. Рея и несколько её товарищей успели проникнуть за стены, но не ушли далеко — их остановили солдаты Пламенного Кулака. Беженцы раз бежались, а Рею зажал в угол головорез из Пламенного Кулака. Ей удалось ранить солдата мечом, сбежать в пе реулок и стянуть у кого-то плащ, чтобы скрыть броню и оружие. С тех пор она в бегах и в розыске. \n\nРея во Вратах Балдура недавно, но быстро поняла, что город — сточная канава, где все продажны, а смерть караулит в тумане за каждым углом. Она изучает слухи, что Тейвиус Криг, высший наблюдатель Эльтуреля, тоже в городе. Рея не нашла тому подтверждений, но ходят слухи, что Крига видели в сопровождении четырёх стражников, работающих на Вантампуров. Поместье Вантампуров находится в Верхнем Городе, куда она по пасть не может, но Рея выяснила, что Амрик Вантампур ведёт дела в «Низком фонаре». Она намерена расспро сить его насчёт этих слухов. \n\nРея не подозревает о предательстве Тейвиуса Крига. Она просто хочет получить ответ, что случилось с Эль- турелем. Если город возможно спасти, Рея пойдёт ради этого на всё. А вот судьба Врат Балдура её мало волнует. «Надеюсь, их сожрут крысы», — ворчит она. \n\nЕсли персонажи покажутся Рее доблестными и честными, они сразу ей понравятся. Осознав, что у них схожие цели, она предложит им вместе отправиться на виллу Вантампуров. \n\nЕсли персонажи раскроют, что служат Пламенному Кулаку, Рея в панике выхватит длинный меч, готовясь защищаться. Персонажи могут успокоить её, сказав, что не намерены её арестовывать. Чтобы загладить недоразумение, Рея признает, что Пламенный Кулак разыскивает её из-за «неприятного инцидента», в котором почти нет её вины. \n\n#### Если Рея вступит в группу \n\nРея готова присоединиться к искателям приключений, если ей позволят. У неё нет друзей во Вратах Балдура, и она не может без посторонней помощи попасть на виллу Вантампуров в хорошо охраняемом Верхнем Городе. Она всеми силами будет содействовать группе, пока действия и решения персонажей помогают ей подобраться к истине о том, что случилось с Эльтурелем. Выяснив судьбу города, Рея пойдёт на всё, чтобы вытащить его из Девяти Преисподних. \n\nКак персонаж мастера, Рея находится под его контролем. Но если вас утомит играть за неё, можете отдать Рею одному из игроков как второго персонажа. Можно дать согласному на это игроку копию блока параметров **ветерана** из Monster Manual («Энциклопедии чудовищ»).\n\n\n## (ур.3) Вилла Вантампуров\n\nПолучив доказательства, что герцогиня Вантам пур — прямая и явная угроза Вратам Балдура, ге рои берут штурмом её виллу и отнимают дьяволь скую коробку с секретом у последнего её сына.\n\n---\n\nВилла Вантампуров находится в Верхнем Городе, где живут богатейшие горожане и постоянно ходят патрули Стражи. Местоположение виллы отмечено на карте 1.1 (стр. 13), а на карте 1.5 показан её внутренний план. Вилла связана с комплексом подземелий и канализации, показанным на карте 1.6 (стр. 37). \n\nПерсонажи могут отправиться на виллу Вантампуров сразу после подземелья Мёртвой Троицы или визита к Амрику Вантампуру в «Низком фонаре». Если они возьмут Амрика в плен, то могут рассчитывать, что Рея Ментелморн присмотрит за ним. \n\n### Как попасть на виллу \n\nКаждые ворота в Верхний Город бдительно охраняют по двадцать **стражников**. Если персонажи предъявят бляхи, что им выдал капитан Зодж, стражники пропустят их в ворота даже в сопровождении пленника или беглеца в розыске вроде Реи Ментелморн. Любого персонажа без бляхи допросят и заставят заплатить за вход 2 мм. \n\nЕсли персонажи приведут пленного Амрика, он не будет провоцировать стычку со стражниками у ворот, опасаясь, что пострадает сам. \n\n### Семья Вантампур \n\nТаламра Вантампур — коварная дьяволопоклонница возрастом под семьдесят лет, способная заглянуть в глаза адской гончей, не вздрогнув. Она полнотела, а сильные руки выдают, что начинала она как простая работница. Юность она провела в подвалах и канализации Врат Бал дура, где чинила трубы и вычищала городские отбросы. Из таких вот низов Таламра выбилась в управляющие городского водопровода и канализации. Теперь она оде вается в роскошные платья, подобающие её статусу гер цогини Врат Балдура. \n\nИменно Таламра подстроила исчезновение верховного герцога Ульдера Рейвенгарда, чтобы добиться своей главной цели — стать верховной герцогиней. В свободное от политических интриг время она проворачивает тайные дела в подземельях под виллой. \n\nТаламра трижды овдовела, но каждому из покойных мужей подарила по сыну. Её старший, Тёрствелл, — бледный и болезненный отшельник чуть старше сорока. Запершись у себя, он с помощью бесов шпионит за братьями, Амриком и Мортлоком. Обоих он презирает: Амрика — за то, что он маменькин любимчик, а Мортлока — за то, что он урод и болван. \n\nГлавная проблема Тёрствелла в том, что мать не видит в нём наследника и готовит к этой роли Амрика. Но при всей своей зависти Тёрствелл не решается вредить Амрику напрямую, опасаясь гнева матери. Мортлок — другое дело. Все понимают, что Таламра и сама лишила бы его наследства, если бы не предсмертная просьба её третьего мужа — заботиться о Мортлоке, несмотря на все его недостатки. \n\nЕщё один член семейства Вантампуров — Слюногрыз, жуткого вида трессим (крылатый кот) с куцым хвостом и множеством шрамов от драк. Встретив Слюногрыза, персонажи могут попробовать подружиться с ним (см. зону В5). \n\n### О вилле\n\nВилла Вантампуров — величественный каменный особ няк, рядом с которым есть конюшня. У обоих зданий наклонные крыши с красной черепицей. Виллу окру жает каменная ограда высотой 12 футов. С внутренней стороны ограды висят фонари, которые освещают двор и виллу по ночам, их зажигают в сумерках и гасят на рассвете. В ограде трое деревянных ворот — главный вход и каретный выезд на юге и чёрный ход на севере. \n\nДеревянные двери виллы и окна со свинцовыми ра мами не заперты. На Вантампуров работает охрана, патрулирующая двор (см. зону В1). Стражники живут не здесь и сменяются каждые шесть часов. \n\n#### Слуги \n\nНа Вантампуров работает четверо постоянных слуг, живущих здесь (все нейтральные люди, **простолюдины**): \n\n* Фендрик Грей, дряхлый 70-летний дворецкий. \n* Сарвиндер Пек, суровый 52-летний садовник и конюх. \n* Габури д’Вейлан, суетливая 35-летняя кухарка. \n* Амбра Фоллвотер, простодушная 19-летняя горничная. \n\nАмбру наняли недавно на замену прежней горничной, которую герцогиня Вантампур сбросила с лестницы за разбитую вазу. \n\n### Зоны виллы \n\nЭти места отмечены на карте 1.5. \n\n#### В1. Двор \n\nДевять принципиальных злых людей-**стражников** патрулируют двор тремя группами по трое. При первом появлении персонажей они находятся в точках, отмеченных «В1» на карте 1.5, и кружат по двору против часовой стрелки. \n\nСтражники атакуют любого, кто проникнет на территорию поместья без разрешения или предварительного извещения герцогини Вантампур или одного из её сыновей. Если персонажи прихватили с собой Амрика или Мортлока, то могут убедить любого из них провести героев мимо стражи. Если нет, персонажам придётся победить стражу или проскользнуть незаметно. Стражникам хорошо платят, так что взяток они не берут, а Пламенный Кулак они презирают. Чтобы проскользнуть мимо группы стражников, каждому персонажу надо успешно пройти **проверку Ловкости (Скрытность) со СЛ 13**. Проверкасовер шается с преимуществом ночью или в туман. \n\n#### В2. Конюшня \n\nВ этом каменном здании находятся стойла четырёх лошадей-тяжеловозов и хорошо оборудованная кузня с наковальней и горном. Тут может быть Сарвиндер Пек (см. «Слуги»), кующий новые подковы. \n\n***Люк***. Квадратная плитка размерами з на з фута в югозападном углу конюшни служит потайным люком в полу. Персонаж обнаружит люк, обыскав зону и успешно пройдя **проверку Мудрости (Внимание) со СЛ 15**. Камень скрывает лаз с кирпичными стенами и вертикальной деревянной лесенкой, ведущей вниз на 15 футов в зону подземелья В27. Если Вантампурам придётся бежать из подземелья, через люк они могут быстро добраться до лошадей. \n\n#### В3. Фойе \n\nЕсли персонажи постучат во входную дверь, дворецкий Фендрик Грей (см. «Слуги» ранее) подойдёт сюда из зоны В10, чтобы поприветствовать их. Он впустит их, если их ждут, в противном случае велит уйти. \n\nОпишите игрокам зону так: \n\n>Помимо главного входа, в помещении два выхода. Гипсовая полка, уставленная вазами, опоясывает комнату на высоте 9 футов. На плитках пола лежит изысканный ковёр шириной 10 футов и длиной 15 футов, на котором изображена коронация. Один гобелен настене изобра жает дракона, летящего над кораблём, другой — паломников на верблюдах. \n\nСреди ваз на верхней полке таятся четверо невидимых **бесов**, по одному в каждом углу. Бесы спрыгнут и ата куют любого, в ком узнают нарушителя, даже если с персонажами будет Мортлок или пленный Амрик. \n\n***Сокровища***. Вазы, ковёр и гобелены — ценные предметы искусства, только вместе они не сочетаются. Каждая из шестнадцати ваз весит 2 фунта и стоит 25 зм. Ковёр весит 50 фунтов и стоит 250 зм. Каждый из двух гобеленов весит 5 фунтов и стоит 75 зм. \n\n#### В4. Комната слуг \n\nЭта комната не украшена, здесь только четыре простые койки и обеденный стол для слуг особняка. Слуги хранят запасные ливреи и прочие личные вещи в ящиках под койками. Тут нет ничего ценного. \n\n#### В5. Кухня \n\nДнём эту зону наполняют аппетитные ароматы — это кухарка Габури д’Вейлан (см. «Слуги», стр. 33) готовит еду для Вантампуров и их слуг. Габури не терпит посторонних на кухне, когда готовит. \n\nНад тремя кухонными столами в середине помещения висят горшки, сковородки и прочая кухонная утварь. Полки уставлены мисками, тарелками, приправами, специями и сухими продуктами. Кухонный лифт с ручным подъёмным механизмом позволяет доставлять еду прямо в спальню герцогини Вантампур (зона В17). Колокольчик возле лифта подаёт сигнал, когда герцогиня желает отобедать. \n\n**Трессим** Слюногрыз (параметры см. на стр. 243) бродит по кухне, убивает крыс и пожирает всё, что Габури роняет на пол. Слюногрыз не особо привязан к семейству Вантампур, а Тёрствелла и его бесов терпеть не может. Трессим подружится с любым персонажем, который его покормит, и будет ходить за ним по дому, используя свою особенность Обнаружение невидимости, чтобы предупреждать, когда поблизости невидимые бесы. \n\n#### Вб. Кладовая \n\nВ этой затхлой каморке хранятся еда и напитки. \n\n#### В7. Лестница вниз \n\nВ этой комнате стоит бочка с питьевой водой. Лестница с кирпичными стенами ведёт вниз на 15 футов в зону В20. \n\n#### В8. Гостиная \n\nПринимая гостей в этой комнате, герцогиня обычно сидит в строгом кресле с высокой спинкой, а гости — на двух мягких диванах напротив, за кофейным столиком. Тайник в левом подлокотнике кресла герцогини можно найти, осмотрев кресло и успешно пройдя проверку Мудрости (Внимание) со СЛ 12. В нём лежит посеребрённый кинжал. \n\nНа окнах висят тонкие занавески, рассеивающие есте ственный свет, а стены украшены портретами в рамах, изображающими герцогиню, трёх её покойных мужей, её сыновей и крылатого кота Слюногрыза. \n\n***Сокровища***. Гобелен на северной стене изображает пылающих ангелов, которые падают с небес в огненную бездну. Он весит 5 фунтов и стоит 150 зм. \n\n#### В9. Трапезная \n\nТаламра с сыновьями собираются тут раз в десятидневку на семейный ужин, вечно выливающийся в ссоры. Зачитайте следующий текст, когда персонажи увидят зону: \n\n>Железная люстра висит над обеденным столом из чёрного дуба, который окружён восемью стульями с высокими спинками, вырезанными в форме дьяволов. Одну стену занимает камин, а по бокам от него окна с алыми портьерами. У другой стены стоит роскошный буфет-бар со стеклянными дверцами. \n\nНа люстре сидят три невидимых **беса**, ведущих себя так же, как бесы в зоне В3. Механизм с подъёмным блоком позволяет опускать и поднимать люстру. Верёвка привя зана к крюку в восточной стене возле буфета. \n\n***Сокровища***. В буфете есть восемь кубков из красного хрусталя (по 25 зм каждый) и шестнадцать бутылок вина. В пятнадцати бутылках изысканное вино (по 10 зм каждая). Вино в последней отравлено полночными слезами, ядом без вкуса (см. «Яды» в главе 8 Dungeon Master’s Guide [«Руко водства мастера подземелий»]}. Эта особая бутылка стоит от дельно и предназначена для гостей, от которых герцогиня хочет избавиться. \n\n#### В10. Галерея \n\nОкна на юг занавешены чёрными портьерами, так что в этом коридоре темно и прохладно. Фендрик Грей, престарелый дворецкий, ходит по коридору с фонарём в руке (если не занят в другом месте), а горничная Амбра Фоллвотер подметает пыль (см. «Слуги», стр. 33). Дере вянная лестница в северном конце коридора поднима ется на 15 футов в зону В11. \n\nВ галерее хранится пёстрая коллекция гобеленов, картин и алебастровых бюстов на постаментах, чтобы впечатлять гостей. Герцогиня скупила весь этот хлам, уверенная, что это ценные предметы искусства, но всё это подделки сомнительного происхождения. Эта бессистемная коллекция — свидетельство её дурного вкуса. \n\n***Восковая фигура***. 6-футовая восковая фигура в углу изображает герцогиню Таламру Вантампур с трессимом Слюногрызом на руках. У трессима во рту воско вая крыса. Посетители, вошедшие в галерею из фойе (зона В3), часто принимают статую за живую, поскольку она стоит сразу за дверью и очень реалистична. \n\n#### В11. Верхний коридор \n\nВ этом коридоре дует сквозняк, а на стропилах висят фонари. Лестница на севере спускается вниз на 15 футов в зону В10. Тут стоят на часах пятеро принципиальных злых людей-**стражников** — по одному у каждой двери. Они атакуют любого, кого не сопровождает член семьи Вантампуров. Если они услышат заварушку вдалеке, их нельзя застичь врасплох, но они не покинут пост, пока им не прикажет член семьи. Если тут начнётся бой, его услышит Тёрствелл Вантампур в зоне В13. \n\n#### В12. Балкон \n\nОграждение в виде крепостных зубцов идёт по краю балкона, выходящего на передний двор. Он находится на высоте 15 футов над землёй. \n\n#### В13. Спальня Тёрствелла \n\nНевзрачные занавески закрывают окна в этой простой комнате, где есть кровать, железный сундук с навесным замком, железная ванна на ножках и камин. Посреди комнаты стоит **Тёрствелл Вантампур** (параметры см. во врезке), хилый и завистливый 42-летний мужчина с дьявольской коробкой с секретом в руках (см. «Сокровища» далее). Если Тёрствелл знает о незваных гостях, он успеет запереть коробку в сундуке, а ключ сунет в карман мантии. \n\nТёрствелл командует несколькими бесами, которые влетают и вылетают через дымоход, но к приходу пер сонажей здесь только одно такое существо. **Бес** невидим, прячется в камине и атакует любого, кто угрожает Тёрствеллу. \n\nНезнакомцев Тёрствелл встретит самым негостеприимным образом — сотворит ***священное пламя*** на ближайшего из них. В тот же ход он сотворит на себя убежище в качестве бонусного действия и использует пе ремещение, чтобы спрятаться под кроватью, пока бес его защищает. Если его возьмут в плен, он будет причитать, что тупые стражники не смогли защитить его, и тянуть время, надеясь, что захватчики отвлекутся и дадут ему шанс сбежать. Если его допросить, он выдаст такие сведения в обмен на освобождение: \n\n* Его мать, герцогиня, сейчас в подземелье под виллой сТейвиусом Кригом. Они с бывшим высшим наблю дателем Эльтуреля планируют захватить власть во Вратах Балдура. \n* Он и его братья тайно похитили Щит Скрытого Вла дыки из склепа под городом. В щите заперт могуще ственный дьявол по имени Гаргот, который поклялся помочь Вантампурам захватить Врата Балдура в обмен на освобождение. Тейвиус Криг уверен, что нашёл спо соб выпустить Гаргота из щита. \n* Тейвиус прибыл в город несколько дней назад с этой коробкой с секретом. Герцогиня настояла, чтобы Тей виус передал коробку на хранение Вантампурам, пока изучает щит. \n\n***Сокровища***. *Дьявольская коробка с секретом*—магический предмет, описанный на стр. 223. Каждая коробка с секретом устроена по-своему. Эта коробка принадлежала Тейвиусу Кригу и передана герцогине Вантампур на хранение. Герцогине любопытно узнать, что в коробке, и она отдала её Тёрствеллу, которого считает самым умным из сыно вей, чтобы тот попробовал вскрыть её, но пока ему это не удалось. Тёрствелла можно запугать, чтобы он отдал коробку, а можно и просто отобрать. Однако открыть коробку не по силам никому из персонажей. Шпион Фаластер Фиск, запертый в подземелье (зона В29), может посоветовать героям отнести коробку в Кэндлкип — там им помогут узнать, что в ней (см. стр. 45). В коробке хра нится копия контракта, заключённого Тейвиусом с Зариэлью и погубившего город Эльтурель. \n\nЗамок на сундуке можно взломать инструментами вора, успешно пройдя **проверку Ловкости со СЛ15**. Сундук весит 50 фунтов, в нём хранится мятая одежда, красные восковые свечи, писчие перья, чистые листы бу маги и ёмкости с чернилами. Там также есть незапертый деревянный ларец, в котором лежат 73 зм, 120 см и зелье исцеления, а также книга в чёрном переплёте под назва нием «Апокалипто» — поэтическое пророчество неизвестного автора о конце мультивселенной (стоит 50 зм). \n\n#### В14. Спальня Мортлока \n\nВ этой тёмной комнате стоит кровать, деревянный сундук на ножках и прикроватный столик. Сундук весит 25 фунтов, в нём немного непримечательной одежды раз мером под Мортлока, ничего не стоящие личные вещи и плюшевый тролль — игрушка Мортлока в детстве. \n\n#### В15. Спальня Амрика \n\nЭта комната обставлена со вкусом, в ней есть кровать, прикроватный столик, железная ванна на ножках, камин и деревянный сундук, окованный железом. Зеркало шириной з фута и высотой 6 футов встроено в восточную стену напротив камина. Лакированная деревянная рама зеркала украшена резьбой в виде крыс, воронов и пауков. \n\n***Сокровища***. В сундуке Амрика хранится аккуратно сложенная изысканная одежда для подтянутого аристократа и шкатулка, вырезанная из кости (10 зм). В шкатулке лежит золотой перстень-печатка (5 зм), украшенный девизом Вантампуров: «Каменные сердца нельзя ранить». \n\n#### В16. Будуар герцогини \n\nВ этой комнате есть трюмо с овальным зеркалом в раме, на котором стоят флаконы с духами, кисточки, косме тика, иголки и катушки ниток. Из прочей мебели — складная деревянная ширма, украшенная изображе нием хищной птицы из золотой фольги, высокий чёрный платяной шкаф, наполненный корсетами и роскошными платьями, и декоративный позолоченный коврик, ле жащий перед тремя незапертыми деревянными сунду ками. Один сундук набит туфлями, в другом — три свадебных платья, а третий наполнен модными шляпками. \n\n***Сокровища***. На трюмо стоит шесть флаконов дорогих духов (по 20 зм каждый), серебряная расчёска, инкру стированная лазуритом (юо зм), и деревянная шкатулка с электрумовой филигранью (75 зм), где лежат жемчужное ожерелье (250 зм), платиновая камея в форме крыла того кота (50 зм) и два зелья исцеления в высоких хрусталь ных пузырьках. \n\n#### В17. Спальня хозяйки \n\nКогда герцогине Вантампур надо отдохнуть или её мучит мигрень, она удаляется в эту комнату. Принимает пищу она обычно тоже здесь. Еду доставляют с помо щью кухонного лифта в юго-западном углу (подробнее см. в зоне В5), рядом с которым есть шнур, чтобы звонить в колокольчик на кухне. Среди прочей обстановки — кровать с балдахином и сеткой от насекомых, деревян ная ширма, чугунная ванна на ножках, камин и желез ный сундук, запертый навесным замком. Замок отлит в форме злой рожицы рогатого дьявола. Ключ от замка Таламра Вантампур хранит при себе (см. зону В28), но замок можно взломать инструментами вора, успешно пройдя **проверку Ловкости со СЛ 17**. \n\n***Сокровища***. Сундук весит 65 фунтов и снабжён ловушкой (см. «Ловушка» далее). В нём хранятся три тонких чёрных гроссбуха с записями на дьявольском языке (учёт официальных сделок герцогини Вантампур), инстру менты каллиграфа (15 зм), набор отравителя (50 зм), кошель из овечьего пузыря с 22 пм, 85 зм и 113 см и *флейта крысолова*. \n\n***Ловушка***. У сундука двойное дно на металлических пружинах. Общий вес предметов в сундуке удерживает дно, но если вынуть три или более предмета, фальшивое дно поднимется и выдернет пробку из тонкого стеклян ного пузырька под ним. Из пузырька вырвется облако ядовитого газа и наполнит сферу радиусом 10 футов во круг сундука. Облако неподвижно и существует 1 минуту или пока его не развеет сильный ветер. Любое существо, начавшее свой ход в облаке, должно пройти испытание Выносливости со СЛ 13, при провале оно получит п (2dio) урона ядом. \n\n#### В18. Кабинет герцогини \n\nДубовый письменный стол повёрнут к середине комнаты, за ним стоит стул из того же набора, а на столе — два чёрных подсвечника. Из прочей мебели — три книж ных шкафа и стоячий чёрный латный доспех с глухим шлемом, длинным мечом и щитом. Железная винтовая лестница ведёт наверх в зону В19. \n\nДоспех — это **шлемоносный ужас**, созданный на Авернусе. Конструкция понимает дьявольский язык, но не говорит и невосприимчива к заклинаниям огненный снаряд, священное пламя и шокирующее прикосновение. В эту зону разрешено входить только герцогине Вантампур и её сыновьям. Если любое другое существо войдёт без их сопровождения, огненно-оранжевый свет наполнит пу стоту внутри шлемоносного ужаса и он атакует. Шлемоносный ужас будет гоняться за нарушителями и за пределами комнаты и отстанет, только если они покинут виллу или будут разрублены на части. \n\n***Книжные шкафы***. Герцогиня Вантампур не любит читать, но ради престижа держит небольшую библиотеку изысканной литературы. В её кабинете двести книг. Персонаж, который проведёт 1 час за изучением коллекции, сможет найти двадцать редких первых изданий (по 25 зм каждое). Остальные книги можно продать интересующимся по 5 зм каждую, кроме бесполезной книги *«Последний бой Всадников Преисподней»*. В её страницах вырезан тайник, где хранится железное колечко с двумя ключами. Они открывают клетки в зоне В19. \n\n#### В19. Башенка \n\nЕсли персонажи поднимутся по железной винтовой лестнице из зоны В18, опишите помещение так: \n\n>Винтовая лестница поднимается на 15 футов в квадратное помещение, где стропила пересекаются в десяти футах от пола, а выше только остроконечная крыша. Западную стену занимает пустой книжный шкаф, а на полу стоят две грязные клетки с навесными замками. В каждой по пленнику и ночному горшку. \n\nКлючи, открывающие замки, можно найти в зоне В18. Персонаж может взломать замок инструментами вора, успешно пройдя **проверку Ловкости со СЛ 15**. Находясь внутри клетки, замок на ней взломать нельзя. \n\nНа клетках сидят два невидимых **беса**. Пока вокруг никого нет, они дразнят пленников пустыми угрозами и насмешками, а пленники не отвечают и не кричат, боясь, что бесы их ужалят. Бесы не станут ввязываться в бой с хорошо вооружёнными нарушителями. Если кто-то попытается освободить пленника, ближайший невидимый бес пролезет между прутьями решётки и ужалит пленника насмерть, став при этом видимым. В свой следующий ход бес снова станет невидимым и скроется над стропилами. \n\n***Пленники***. В северной клетке сидит Шолин Зораз (нейтральная женщина, человек, **простолюдин**), руководившая ремонтом канализации и планировавшая проложить городскую канализацию Нижнего Города в том месте, где находится подземелье Мёртвой Троицы (см. стр. 20). Герцогиня Вантампур хочет подержать здесь Шолин несколько дней, прежде чем отпустить. Бесы так запугали Шолин, что, если её освободят, она откажется от своих планов и не посмеет сказать ни слова против Вантампуров до конца своих дней. В южной клетке сидит Кейджил Орунмар (нейтраль ный злой мужчина, человек, **простолюдин**), сборщик на логов, устроивший Вантампурам проблемы. Герцогиня Вантампур намерена убедиться, что никто важный его не хватится, а затем убить Кейджила и скормить останки крысам в канализации. Если его освободят, Кейджил намерен покинуть Врата Балдура навсегда.\n\n\n## (ур.4) Подземелье виллы\n\nВ подземельях и канализации под виллой Вантампуров герои встречают Тейвиуса Крига и находят Щит Скрытого Владыки.\n\n---\n\nКак заведующая городской канализационной системой, Таламра Вантампур отгородила канализацию под своей виллой и создала персональное подземелье, где проводит религиозные церемонии и принимает гостей, столь же преданных архидьяволице Зариэли. \n\n### Особенности подземелья \n\nПодземелье необычайно чисто и в отличном состоянии. Его основные особенности описаны далее. \n\n**Освещённые тоннели**. Тоннели 9 футов высотой и со сводчатыми потолками. Масляные фонари с тол стыми зеленоватыми стёклами висят на футовых железных цепях через равные промежутки. Каждый фонарь испускает тусклый свет в радиусе 10 футов. \n\n**Железные двери**. Двери сделаны из клёпаных листов железа, с железными ручками и хорошо смазанными петлями. В некоторых дверях есть замки или окошки, запираемые на засов, если это отдельно указано. Пер сонаж может взломать замок инструментами вора, успешно пройдя **проверку Ловкости со СЛ 15**, или выломать запертую дверь, успешно пройдя **проверку Силы (Атлетика) со СЛ 24**. \n\n**Поверхности и потайные двери**. В подземелье кирпичные стены и полы из каменной плитки. В помещениях гипсовые потолки высотой 10 футов. Потайные двери сливаются с окружающими стенами, но персонаж с ночным зрением или при достаточном освещении может найти потайную дверь, успешно пройдя **проверку Мудрости (Внимание) со СЛ 10**. \n\n**Запах благовоний**. Пары **культистов**-людей в чёрных мантиях ходят по коридорам с курильницами, постоянно наполняя подземелье дымом благовоний, чтобы заглушить тошнотворную вонь канализации.\n\n### Зоны подземелья\n\nПрежде чем персонажи спустятся в подземелье, позвольте им повысить уровень до 4-го. \n\nЭти места отмечены на карте 1.6 (стр. 37). \n\n#### В2О. Погреб \n\nПерсонажи могут войти в этот погреб, спустившись по лестнице из зоны В7, или через восточную дверь. Зачитайте выделенный текст, описывая, что они видят, зайдя с любого направления: \n\n>Четыре каменные колонны поддерживают сводчатый потолок высотой 10 футов. В этом сухом погребе вдоль стен стоит дюжина бочек на деревянных козлах. В половину бочек вставлены латунные краны. В помещении также есть две груды деревянных ящиков — одна в середине, другая у южной стены. \n\nВ верхнем ящике в середине помещения сидят три **игольчатых дьявола**, которые следят за происходящим через дырочки в стенках ящика. При виде нарушителя трое дьяволов выскочат и атакуют. В остальных ящиках в середине погреба хранятся вяленое мясо, буханки хлеба, головки сыра и прочая провизия, которой Вантампурам и культистам в подземелье хватило бы на ме сяц. В ящиках у южной стены хранятся свечи, склянки с маслом, благовония и крысоловки. \n\nВ шести бочках — питьевая вода, а в шести других — эль. \n\n#### В21. Винный погреб\n\nБолее двухсот бутылок вина, заткнутых пробками, лежат на стойках высотой семь футов, занимающих западную и южную стены. В середине помещения сложены пустые деревянные ящики. \n\n***Сокровища***. В семнадцати бутылках изысканное вино (по 10 зм за бутылку). Остальное вино на стойках — дешёвое (по 1 см за бутылку). \n\n#### В22. Канализация\n\nОбитатели подземелья часто пользуются этими освещён ными тоннелями. В воздухе висит густой запах благовоний (см. «Особенности подземелья»). \n\nГладкие каменные желобы, вытесанные в полу, от водят воду и стоки в зону Взо. Жёлобы шириной 4 фута и глубиной з фута, через неравные интервалы их пере секают изогнутые каменные мостики. Проходы по обе стороны жёлоба шириной з фута. \n\n***Бродячие чудовища***. Обычные крысы время от времени попадают в подземелье через открытые трубы, торчащие из стен. Культисты расставляют крысоловки, когда оку ривают подземелье благовониями. Проходя по тонне лям, персонажи могут наткнуться на этих культистов. \n\nВ обычной сцене будут участвовать два принципиальных злых человека-**культиста** в чёрных мантиях и золотых масках в виде дьявольских рож (стоят 25 зм, если найдётся покупатель) с курильницами, в которых тлеют благовония. Маска дьявола закрывает всё лицо, кроме глаз, ноздрей и рта. Каждая маска выглядит уникально. \n\nЕсли сцена происходит в тоннеле, где есть жёлоб в середине, двое культистов будут идти по разные его сто роны в одном направлении, слегка помахивая курильницами. Можете усложнить сцену, заменив культистов **фанатиками культа** или добавив одного-двух невидимых бесов в сопровождение. \n\nЕсли кого-то из таких культистов победят, снизьте число культистов в сцене в зоне В33 соответственно. Если персонажи не потрудятся спрятать тела убитых культистов, кто-нибудь рано или поздно найдёт их и преду предит **шипастого дьявола** в зоне В26, если его к тому времени ещё не победили. Поднятый по тревоге дьявол начнёт обшаривать подземелье в поисках нарушителей. \n\n#### В23. Холодный погреб\n\nВантампуры хранят в этом помещении туши скота и прочее сырое мясо. Посреди погреба с ю-футового потолка свисают шесть з-футовых цепей, каждая с крю ком. На четырёх висят освежёванные кабаньи туши, остальные два пусты. \n\n#### В24. Столовая \n\nТут культисты обедают, но к первому приходу персо нажей здесь никого нет. В середине столовой стоят два деревянных стола со скамьями по бокам. Столовую осве щают шесть высоких кованых железных канделябров, расставленных у стен. Каждый канделябр высотой шесть футов, на нём горит девять свечей. \n\n#### В25. Кухня \n\nТут культисты готовят еду, но к первому приходу пер сонажей здесь никого нет. В кухне неприятно жарко, тут горит пара чугунных печек, возле которых сложены дрова. Из прочей мебели есть деревянный стол, на ко тором готовят еду, и полки с тарелками, кружками, горшками и прочей утварью, а также банками с ингредиентами и приправами. \n\n#### В26. Храм Зариэли \n\nЖелезные двойные двери в этот зал украшены дьяволь скими рунами, вырезанными на арке. Персонаж, пони мающий дьявольский, может перевести руны: «Та, что пала, может вновь взлететь». Прислушавшись у двойных дверей или у одной из потайных, ведущих в этот зал, персонаж услышит, как полдесятка гуманоидов напевают на дьявольском языке. \n\nПрислушавшись к хору, персонаж, понимающий этот язык, разберёт, что хор поёт хвалу архидьяволице Зариэли за неустанную борьбу в Войне Крови. \n\n> #### Замаскированные персонажи \n\n>Персонажи могут замаскироваться под культистов, сняв с побеждённых врагов маски и мантии. При такой маскировке у персонажей **преимущество к проверкам Харизмы (Обман)**, чтобы обмануть дьяволов и культистов в подземелье под виллой Вантампуров. \n\nКогда персонажи войдут внутрь, начните сцену, зачитав вслух следующий текст: \n\n>Два ряда высоких кованых железных канделябров с девятью свечами каждый озаряют мерцающим светом своды этого зала. Семифутовая статуя ангела с горящими белыми глазами и длинным мечом стоит на постаменте на юге. К западу от статуи стоит дьявол ростом шесть футов, ощетиненный шипами, и глядит на четверых культистов в чёрных мантиях. Те стоят на коленях в середине зала и распевают, их лица скрыты золотыми масками дьяволов. Стены украшают девять гобеленов, изображающих круги Девяти Преисподних. \n\nБестия с шипами — это шипастый дьявол по имени Одиус. Зариэль послала его служить герцогине Вантампур, и только им обеим он подчиняется. Поющие фигуры — принципиальные злые люди-культисты в чёрных мантиях и золотых масках дьяволов, аналогичных тем, что у культистов в зоне В22. Дьявол и культисты атакуют нарушителей, едва завидят, но персонажи могут об мануть их маскировкой (см. врезку «Замаскированные персонажи»). \n\n**Статуя**. Изображает Зариэль в ангельской форме. Это объект крупного размера с КБ 17,33 ПЗ и невосприимчи востью к урону огнём, ядом и психическому урону. Ста тую можно повалить, успешно пройдя проверку Силы (Атлетика) со СЛ 20, при ударе о пол она расколется. \n\n**Сокровища**. Голова и шея статуи полые. Внутри спря тана +1 булава, которую можно достать, только разбив статую. Навершие булавы испускает яркий свет в ради усе 5 футов и тусклый ещё на 5 футов. Носитель булавы может погасить или зажечь свет в качестве действия (именно от этого света горят глаза статуи). \n\n#### В27. Тоннель для побега \n\nЗа потайной дверью скрыт тоннель с деревянной лесен кой в северном конце. Лесенка поднимается по верти кальному лазу на 15 футов к люку в зону В2. \n\n#### В28. Тайное святилище \n\nЭта комната спрятана за потайными дверями (см. «Особенности подземелья», стр. 37). Скрип дверей при открытии такой громкий, что обитательница комнаты его заметит. Зачитайте следующий текст, когда персонажи войдут: \n\n>Комнату освещает пара кованых железных канделябров в северо-восточном и юго-восточном углах, на каждом горит по девять свечей. Их мерцающий свет озаряет алтарь на когтистых ножках, вырезанный из цельного куска обсидиана. Из его вершины извергается язык пламени в форме ангела. Перед алтарём на коленях стоит седая женщина. \n\nЖенщина у алтаря — **герцогиня Таламра Вантампур** (параметры см. во врезке). Она одета в роскошное платье, подобающее её титулу, и не вооружена. Однако у неё есть магические силы, дарованные Зариэлью, её покровительницей из Преисподней. Незваных гостей она встретит враждебно и не побрезгует лично отходить врагов кулаками, если начнётся драка. Не за бывайте о её ответном действии Адское возмездие, ко торое можно использовать дважды в день (но лишь один раз до её следующего хода). \n\nЕсли у неё останется менее половины ПЗ, Таламра попробует отступить через ближайшую незаблокированную потайную дверь. Она либо переместится в зону В36, либо сбежит через зону В27. Но она настолько горда, что скорее умрёт, чем сдастся в плен, — и готова пожертво вать даже сыновьями, но не поддастся на шантаж. Когда же смерть настигнет её, последнее, что Таламра скажет: «Встретимся в Преисподней». \n\nВ кармане платья Таламра носит два ключа. Один от пирает сундук в её спальне (зона В17), другой — двери в хранилище (зону В36). \n\n***Обсидиановый алтарь***. Чёрный алтарь весит 8оо фунтов и украшен маленькими дьявольскими рунами, выре занными вокруг языка пламени в форме ангела высотой девять дюймов, вырывающегося из его вершины. Пламя отдалённо напоминает Зариэль. Если стереть хоть одну руну, пламя погаснет, а алтарь расколется надвое. \n\n#### В29. Тюрьма \n\nЗачитайте следующий текст, когда персонажи откроют дверь: \n\n>В центре помещения стоит широкоплечая фигура слиловой кожей и бородой из щупалец, извивающихся, точно змеи. Тварь сжимает глефу и глядит на вас из тьмы, на её поясе висит связка ключей. По обе стороны поме щения тянутся железные двери, каждая с небольшим окошком, запертым на засов. \n\nТюремщик — **бородатый дьявол** по имени Тосс, он атакует любого, кого сочтёт нарушителем или угрозой. Персонажи, переодетые культистами, могут обмануть Тосса, чтобы тот позволил им допросить или выпустить пленников (см. врезку «Замаскированные персонажи», стр. 39). Ключи на поясе дьявола отпирают камеры. \n\nВ двух камерах (на ваш выбор) сидят пленники. Остальные четыре пусты, но в них могут оказаться персонажи, попавшие в плен (см. врезку «Персонажи в плену»). Если вам надо ввести нового члена группы вместо убитого, он может начать приключение как пленник, запертый в одной из пустых камер. \n\n***Фаластер Фиск***. Первый пленник — низенький, худощавый и образованный мужчина-человек лет пятиде сяти. Фаластер родом из Калимшана, он нейтральный шпион без оружия. Он говорит на всеобщем и дьяволь ском и носит длинный кафтан. Волосы у него тёмные, а аккуратная бородка выкрашена алым. \n\nФаластер работает на тифлинга Сильвиру Савикас, знатока Девяти Преисподних, которая живёт в Кэндлкипе. Когда Тейвиус Криг прибыл во Врата Балдура несколько дней назад, Фаластер вскоре прослышал, что Вантампуры его скрывают. Он начал разнюхивать подробности и был схвачен. Со спасителями он может поделиться такими полезными сведениями: \n\n* «Сильвира Савикас — моя старая подруга. Очень мудрая женщина, работает в самом Кэндлкипе! Она давно следит за кознями дьяволов во Вратах Балдура и Эльтуреле». \n* «Сильвира уверена, что Тейвиус Криг заключил сделку с архидьяволицей. Наверняка его контракт спрятан в волшебной коробке с секретом. Она отправила меня добыть коробку как доказательство злодеяний Крига». \n* «Сильвира недолюбливает Тейвиуса Крига, рассчиты вает открыть коробку с секретом и готова заплатить за неё — золотом или магическими предметами!» \n\nЕсли Фаластера выпустить, он поможет персонажам по мере сил, но постарается не лезть в драку. Зная, что может попасться, он добыл и запомнил схему подземе лья под виллой Вантампуров. Он может отвести героев в потайные комнаты (зоны В28 и В34) и хранилище Вантампуров (зону Взб). \n\n***Сатиир Тион-Хьюн***. Вторая пленница — худощавая аристократка-человек за семьдесят. Леди Сатиир роди лась в богатой и влиятельной патриарской семье Хьюн. У неё параметры нейтрального злого **благородного** без оружия и брони (КБ 11). Вантампуры похитили её, чтобы использовать как заложницу на случай, если Хьюны выяснят, кто похитил Щит Скрытого Владыки из их семейного склепа. \n\nВтайне от Вантампуров Сатиир состоит в злодейском тайном обществе, чьи члены зовут себя Рыцарями Щита и провозгласили себя стражами Щита Скрытого Владыки. Но спасителям Сатиир о щите не скажет. Она заявит, что Вантампуры хотели, чтобы Хьюны не мешали Таламре Вантампур стать верховной герцогиней. Если отпустить Сатиир, она предупредит свою семью и союзников, что щит украли Вантампуры, и разрушит политическую карьеру герцогини Вантампур во Вратах Балдура. Персонажи могут встретить товарищей Сатиир по пути в Кэндлкип (см. «Рыцари Щита», стр. 44). \n\n#### Взо. Железная решётка \n\nЗдесь тоннель плавно спускается к югу, выводя воду и стоки в городскую канализацию. Тоннель перекрывает ю-футовая квадратная вертикальная решётка из железных прутьев, промежутки между прутьями — 6 дюймов. Этого хватит для крысы, но персонажи обычного раз мера протиснуться не смогут. Прутья накрепко вмурованы в пол и потолок. \n\nПерсонаж может согнуть прутья, успешно пройдя **проверку Силы (Атлетика) со СЛ 25**, и создать проход, через который может протиснуться гуманоид среднего или меньшего размера. \n\n> #### Персонажи в плену \n\n>Если персонажей победят на вилле Вантампуров или в подземелье под ней, вы можете решить, что злодеи стабилизировали умирающих персонажей, забрали их снаряжение (его сложат в зоне В28) и заперли в тюрьме (зона В29). чтобы герцогиня Таламра Вантампур и культисты допросили персонажей и выяснили, что им известно. Это позволит отыграть побег из тюрьмы вместо полной гибели группы. \n\n#### В31. Ризница \n\nУ стен в этой зоне стоят четыре деревянных платяных шкафа. Тут культисты оставляют мантии и маски, пре жде чем выйти из подземелья в город. Шкафы у западной стены пустуют. Обыскав шкаф у южной стены, персо нажи найдут четыре чёрные мантии и четыре золотые маски дьяволов (такие же, как у прочих культистов в этом подземелье). \n\n#### В32. Соединительный тоннель \n\nТусклый свет двух зелёных фонарей не освещает коридор полностью, оставляя в его концах области темноты. Тоннель охраняют два принципиальных злых человека, **фанатика культа**, по одному на каждом конце. Персонажи с ночным зрением или собственными источниками света заметят фанатиков. В остальных случаях фанатики застигнут их врасплох. Фанатики носят чёр ные мантии и золотые маски дьяволов, аналогичные мантиям и маскам прочих культистов. Звуки боя отсюда услышат культисты в зоне В33, они вооружатся, но останутся на месте. \n\n#### В33. Казарма культистов \n\nЭту комнату освещают два высоких кованых железных канделябра с девятью мерцающими свечами каждый. По периметру помещения стоят десять деревянных коек, рядом с каждой незапертый сундук с повседневной одеждой культистов. \n\nТут собрались десять **культистов**, за вычетом тех, кого победили в зоне В22. Это принципиальные злые люди в чёрных мантиях и золотых масках дьяволов. Некото рые из них дремлют, другие сидят на койках и обсуж дают слухи о роли Тейвиуса Крига в падении Эльтуреля и планах герцогини Вантампур насчёт Врат Балдура. Нарушителей культисты не потерпят. Звуки боя отсюда услышат фанатики культа из зоны В32, которые тут же придут выяснить, в чём дело. \n\n#### В34. Зал для ритуалов \n\nЭто помещение скрыто за потайными дверями (см. «Особенности подземелья», стр. 37), у него следующие особенности: \n\n>Гипсовые своды этого зала высотой 10 футов украшены образами жутких крылатых дьяволов, которые взирают на символ, изображённый на полу: диск из чёрного камня с девятилучевой золотой звездой в центре. Диск окружают четыре кованых железных канделябра с оплавленными незажжёнными красными свечами. \n\nВ этом зале культисты проводят дьявольские ритуалы, дающие эффект заклинания *прорицание*, только в этом случае заклинание обращается к дьяволу, который появляется в столпе дыма над символом на полу. На потолке изображены исчадия ада, их узнает любой персонаж, успешно пройдя **проверку Интеллекта (Религия) со СЛ 15**. \n\n#### В35. Жилище Тейвиуса Крига\n\nОпишите игрокам это помещение так: \n\n>Кованые железные канделябры с мерцающими свечами озаряют эту комнату. Здесь тепло благодаря чугунной печке на ножках. Напротив потрескивающей печи стоит скромный письменный стол и такой же стул. Из прочей мебели есть обеденный столик со стулом, кровать, железный сундук в изножье кровати и два гобелена. На одном изображены духи, восстающие из реки Стикс в виде дьяволов-лемуров, на другом — покойник, висящий на крючьях и цепях, как марионетка. \n\n***Сокровища***. Тейвиус хранит в сундуке символ религии Торма (серебряная подвеска в виде правой рукавицы на серебряной цепочке). Он стоит 25 зм. Больше в сундуке ничего нет. \n\n#### В36. Хранилище Вантампуров \n\nДверь в это помещение заперта (см. «Особенности подземелья», стр. 37), единственный ключ есть у герцогини Вантампур. Изнутри дверь можно отпереть без ключа. \n\nКогда персонажи откроют дверь в хранилище, зачитайте или перескажите следующий текст, чтобы начать сцену: \n\n>В помещении стоят четыре деревянных столика, на каж дом— по два деревянных ларца. Настене напротив двери висит красивый золотой щит. Перед щитом стоит пожилой мужчина в простой одежде с зажжённой свечой в руке. Он оборачивается на дверь, и вы видите, что тень, которую он отбрасывает на стену, принадлежит не ему, а толстой рогатой бестии с крылышками. \n\nЭто **Тейвиус Криг** (параметры см. на стр. 42.), прежде высший наблюдатель Эльтуреля и бывший священник Торма (бога отваги и самопожертвования). Он потерял способность творить заклинания, когда отрёкся от своей веры, и теперь лишь притворяется, что поклоняется этому богу. За ним на стене висит Щит Скрытого Вла дыки, он изображён и описан в приложении В. Тейвиус поговорил с Гарготом, дьяволом, заточённым в щите, и выяснил, что щит отчасти виноват в том беззаконии, что творится во Вратах Балдура. Тейвиус уверен, что через некоторое время поймёт, как использовать щит, чтобы низвергнуть Врата Балдура в Авернус. \n\nТейвиус жаждет власти и уважения своих владык из Преисподней. Однако он не любит насилие и по возмож ности избегает боя. Он будет лить крокодиловы слёзы по Эльтурелю, заявляя, что как раз навещал приход в паре миль за городом, когда тот исчез, и был в ужасе при виде падения города. Поймать его на лжи нетрудно. \n\nТейвиус солжёт и о своих отношениях с герцогиней Вантампур. Он заявит, что её стража схватила его сразу по прибытии во Врата Балдура и что герцогиня застав ляет его разгадывать магические свойства этого небес ного щита, который её семейство «добыло» из склепа под городом. Несмотря на всю свою лживость, Тейвиус не сможет объяснить свою дьявольскую тень. \n\nЕсли Рея Ментелморн пришла с группой, она будет потрясена встречей с высшим наблюдателем и не позволит персонажам причинить ему вред, пока будет верить, что он невиновен. Изменившейся тени недостаточно для доказательства вины. Чтобы убедить Рею, что Тейвиус — злодей, нужно выбить из него признание, успешно пройдя **проверку Харизмы (Запугивание) со СЛ 15**, или показать, что он неспособен творить заклинания. Если персонажи убьют Тейвиуса, они могут встретить его вновь в главе з, когда его душа станет дьяволом. \n\n***Щит Скрытого Владыки***. Дьявол Гаргот заперт в *Щите Скрытого Владыки* и хочет оттуда сбежать. Он считает, что сможет вырваться, если щит доставят в Девять Преиспод них, а для этого ему нужна помощь персонажей. \n\nГаргот ощущает появление персонажей в хранилище и телепатически свяжется с одним из них, выбрав случайно. Он назовётся Скрытым Владыкой, заявит, что он небожитель, и пообещает, что поможет персонажам спасти Эльтурель, если они возьмут щит с собой в Девять Преисподних. Скрытый Владыка также предупредит их, что за щитом охотится тайное общество злодеев и рано или поздно его члены найдут его. Гаргот заявит, что тай ное общество не желает, чтобы силы щита были исполь зованы во благо, и это правда. \n\nГерцогиня Вантампур и Тейвиус Криг обещали Гарготу, что помогут ему вырваться из щита, если дьявол отравит город злом и сплотит патриаров вокруг герцогини — а значит, и архидьяволицы Зариэль. Только тогда Врата Балдура смогут разделить участь Эльтуреля. Впро чем, Гаргот с радостью воспользуется более лёгким спо собом вернуться в Девять Преисподних, если персонажи поддадутся на уговоры. Скрытый Владыка верен только самому себе. \n\n**Сокровища**. Восемь ларцов не заперты. В них хранятся деньги семейства Вантампур, а также сокровища, укра денные у Тиамат на Авернусе. Герцогиня Вантампур планирует потратить эти средства на подкуп городских патриаров и чиновников, чтобы те поддержали её как новую верховную герцогиню. \n\nВ первом ларце зо электрумовых слитков (по 10 зм каждый), принадлежащих семье Вантампур. \n\nВо втором, третьем и четвёртом ларцах по 100 зм, принадлежащих семье Вантампур. \n\nВ пятом ларце две части сломанного церемониального кинжала из сокровищницы Тиамат: кривое лезвие из слоновой кости, украшенное надписью «Клык» драконьими рунами, и костяная рукоять, обёрнутая полосками кожи и украшенная самоцветами. Фокус *починка* может восстановить этот немагический кинжал, после починки он стоит 250 зм. \n\nВ шестом и седьмом ларцах по 100 зм, принадлежащих семье Вантампур. \n\nВ восьмом ларце двадцать лазуритов (по 10 зм каждый), украденных из сокровищницы Тиамат. \n\n## Последние сцены во Вратах Балдура \n\nЕсли персонажи не сумеют найти дьявольскую коробку с се кретом Тейвиуса Крига (см. зону В13) или Щит Скрытого Владыки (см. зону В36), пусть персонаж мастера вроде Реи Ментелморн или Фаластера Фиска посоветует тщательнее обыскать поместье Вантампуров. Рея — Всадница Преисподней, а потому чует присутствие небесного щита и попросит персонажей забрать его, чтобы он не попал в злые руки. Аналогично Фаластеру ненавистна мысль оставлять коробку в особняке, чтобы та досталась кому-то ещё. \n\nЕсли Слюногрыз (см. зону В5) сопровождает группу, он может вывести персонажей к коробке с секретом. Пленные злодеи тоже могут навести на коробку или щит, если нужно. Когда персонажи найдут эти предметы, Фаластер настоятельно посоветует доставить их Сильвире Савикас в Кэндлкип. Если Фаластера или Рею пригласить в путешествие до Кэндлкипа, они с радостью согласятся. У Фаластера есть скромное жилище в Малом Калимшане — огороженном гетто во Внешнем Городе, и он предложит зайти туда, чтобы забрать его оружие и снаряжение, прежде чем отправляться в Кэндлкип. \n\n### Доклад капитану Зоджу\n\nИзбавив город от семейства Вантампуров и их культа дьяволопоклонников, персонажи могут вернуться к капитану Зоджу и доложить об успехах, сдать бляхи Пламенного Кулака и получить причитающуюся награду. Зодж будет доволен, что Вантампуры ему больше не помеха. Если персонажи доложат, что кто-то из членов семьи ещё жив, Зодж пообещает поймать их и покарать за преступления. \n\n### Командор Портир \n\nПока персонажи обсуждают свои дела с капитаном Зоджем, встречу прерывает прибытие высокопоставленного офицера Пламенного Кулака. Зачитайте или переска жите игрокам следующий текст: \n\n>Вашу встречу с капитаном Зоджем прерывает прибытие нескольких солдат Пламенного Кулака в латных доспехах. Из-за стены мечей и стали выходит седеющая женщина в броне и белом плаще. \n\n>«Так это и есть безумцы, разворошившие все крысиные гнёзда в этом богами забытом городе?» \n\n>«Командор Портир?—удивляется Зодж. — Но мне сказали, что вы прибудете в город только через десятидневку!» \n\n>«Городские власти хотели, чтобы вы так и думали, капитан,—отвечает она. Обернувшись к вам, она добавляет:— Надеюсь, вас достойно вознаградили?» \n\nДо недавних пор **Лиара Портир** (параметры см. во врезке) командовала аванпостом Пламенного Кулака в форте Белуриан на далёком тропическом полуострове Чалт. Её дядя — герцог Диллард Портир из Врат Балдура, один из двух оставшихся правителей (если герцогиня Вантампур не выжила). Герцог Портир вызвал племянницу, чтобы она приняла командование Пламенным Кулаком, пока верховного герцога Рейвенгарда нет. Её прибытие уско рили при помощи магии. \n\nЛиара планирует объявить себя преемницей Ульдера Рейвенгарда, но в душе надеется, что герцог ещё жив. Если персонажи считают, что у них есть шанс спасти Эльтурель, а с ним и Рейвенгарда, Лиара настойчиво посоветует им заняться этим. Жизнь в Чалте приучила её уважать искателей приключений и их умение доби ваться результата. \n\nЕсли персонажи не нашли Фаластера Фиска в подзе мелье под виллой Вантампуров, именно Лиара Портир посоветует отправиться в Кэндлкип и найти Сильвиру Савикас, которая знает многое о Девяти Преисподних. Сильвира может помочь им открыть дьявольскую коробку с секретом и разгадать тайны Щита Скрытого Владыки. \n\nУбедившись, что персонажи получили положенную на граду, Лиара поблагодарит их за службу Вратам Балдура. Теперь ей надо сосредоточиться на различных угрозах безопасности города. Но прежде она позволит персо нажам покинуть Врата Балдура, когда те будут готовы, и даже предоставит каждому по скаковой лошади или пони, чтобы они побыстрее добрались до Кэндлкипа. Она также может дать героям двуколку с мулом, гружённую провизией, напитками и прочими припасами. \n\n## Дорога до Кэндлкипа \n\nКогда персонажи будут готовы отправиться в Кэндлкип, зачитайте игрокам следующий текст: \n\n>Ворота Василиска открываются, и солдаты Пламенного Кулака с трудом сдерживают беженцев из Эльтургарда. Вы проталкиваетесь сквозь толпу этих несчастных, и они рыдают, когда ворота Василиска вновь закрываются. Грунтовая дорога ведёт сквозь трущобы Внешнего Города, мимо района Малый Калимшан, к длинному пролёту Переправы Змия. \n\nЕсли Фаластер Фиск сопровождает группу, он отведёт их в свой дом в Малом Калимшане. В придачу к оружию он прихватит старую книгу калишитских рецептов — она пригодится в качестве платы за вход в великую библио теку Кэндлкипа (см. «Вход в Кэндлкип», стр. 46). \n\n### Переправа Змия\n\nПерсонажам нужно пересечь реку, чтобы выйти на При брежный тракт, ведущий на юг в Кэндлкип. Зачитайте следующий текст, чтобы описать сцену: \n\n>Два грандиозных моста соединяются на высоком скалистом островке посреди реки Чионтар. По краям каждого моста тянутся постройки и прилавки купцов, из-за чего реку не видно с узкой дороги, проходящей между ними. \n\n>Деревянные разводные мостки соединяют эти мосты с бастионом, расположенным на острове. Над бастионом гордо реют флаги Врат Балдура и Пламенного Кулака. \n\nПереправа Змия — рай для карманника, каждый путник тут рискует быть обчищенным. Пока персонажи идут с одного конца Переправы Змия на другой, пусть каждый игрок бросит [[/r d20]] (за персонажей мастера, сопровождающих группу, бросать не надо). Персонаж или персонажи с наименьшим результатом становятся жертвами карманника (используйте параметры *бандита*). \n\nС помощью значения **пассивной Мудрости (Внимание)** персонажа определите, успешна ли кража. Если значение персонажа 11 или выше, кражу заметили и предотвратили. Если ниже, вор убегает с одним предметом, весящим 1 фунт или меньше (вроде кошелька или зелья), и исчезает в толпе, прежде чем кражу успевают заметить. Если персонажа обокрали, спросите игрока, какие небольшие предметы нёс персонаж, и решите, какой из них украден. \n\n### Рыцари Щита \n\nЭта сцена произойдёт, только если персонажи везут Щит Скрытого Владыки. Если нет, переходите сразу к разделу «Легенда о Всадниках Преисподней». Зачитайте следующий текст, чтобы описать сцену: \n\n>Переправа Змия и Врата Балдура исчезают из виду, а вы едете по Прибрежному тракту—грунтовой дороге, ведущей в такие далёкие страны, какТетир, Амн и Калимшан. Кэндлкип находится примерно в полутора сотнях миль к юго-западу—дорога займёт пять дней. \n\n>Навстречу вам по дороге едет человек-крестьянин на телеге, полной сена, которую тянут две лошадитяжеловоза. Подъезжая ближе, крестьянин дружелюбно машет вам. \n\nКрестьянин — это Каддрус, принципиальный злой **камбион**, сотворивший иной облик, чтобы скрыть свой истинный вид. В сене прячутся злые пособники камбиона: три человека-**ветерана**, говорящие на всеобщем и дьявольском. Их зовут Фалар аль-Ришаль, Заруд аль-Ришаль и Нульра Блэксэддл. Когда камбион отдаст приказ на дьявольском, ветераны выскочат из сена и атакуют. Камбион же примет истинную форму, взлетит в воздух и атакует существ Огненным лучом. Лошади-тяжеловозы — это обычные животные, но не из пугливых. \n\nКаддрус и ветераны — члены тайного общества Рыцарей Щита (см. зону В29, стр. 40). Их цель — убить персонажей и вернуть Щит Скрытого Владыки патриарскому семейству Хьюнов во Вратах Балдура. Если ветеранов убьют или выведут из строя, Каддрус улетит во Врата Балдура и доложит начальству. Если камбион сбежит, персонажи могут вновь встретить его в Кэндлкипе в об лике монаха. При следующей встрече Каддрус будет драться с группой насмерть за щит. \n\n### Легенда о Всадниках Преисподней\n\nЕсли Рея Ментелморн сопровождает группу, во время пятидневного пути до Кэндлкипа она расскажет на привале такую легенду: \n\n>«Беды начались более столетия назад. Бестии проникли на земли к северу и западу от Эльтуреля. Они оскверняли поля, резали скот, разрушали дома, а народ похищали — и судьба пропавших была неизвестна, но, вне сомнения, ужасна. Ужас охватил сердца всех. \n\n>Городская конница проскакала постране, рубя бестий всюду, где находила, и несла ужасные потери. Но этого было недостаточно. За каждую убитую бестию, казалось, появлялось две. Владыка Эльтуреля, верховный всадник, велел народу молить богов о спасении. И ко всеобщему изумлению, на следующий день в город спустилась могучая ангельская дева. Её звали Зариэль, что значит Спутница Света. Молитвы Эльтуреля были услышаны — подмога пришла! \n\n>Зариэль нашла врата, через которые в наш мир прорывались бестии, на Полях Мёртвых к западу от города. Зариэль объявила, что поведёт конницу на Авернус, чтобы разбить собравшуюся там орду и нанести сокрушающий удар силам тьмы. \n\n>Верховный всадник отправил рыцарей Эльтуреля, которых теперь были тысячи, а Зариэль возглавила их верхом на золотом мастодонте. С яростными криками Зариэль и её армия ринулись во врата. Легионы Авернуса содрогнулись в ужасе от её натиска, но не отступили. Зариэль потерпела поражение, а остатки её воинства вернулись в Эльтурель. Они печалились, что потеряли славного полководца, но не сомневались, что отныне владыки Девяти Преисподних дважды подумают, прежде чем снова грозить Эльтурелю. \n\n>И было великое празднование во славу отважных рыцарей, и стого дня они зовутся Всадниками Преисподней»\n\n## (ур.4) Кэндлкип\n\nИскатели приключений относят дьявольскую коробку с секретом Тейвиуса Крига мудрецу-тифлингу в Кэндлкип. Чтобы спасти Эльтурель, она подсказы вает героям, как попасть в Девять Преисподних, даёт карту Авернуса и проводника-оллифанта.\n\n---\n\nКэндлкип — это крепость, приютившаяся на скале, нависающей над морем Мечей. К ней ведёт лишь одна дорога — Львиный тракт, который ответвляется на запад от Прибрежного. \n\nКэндлкип всегда открыт для посетителей и славится одной из величайших библиотек на Фейруне. Монахи Кэндлкипа хранят пророчества Алондо Видящего, одинокого мудреца, чьи предсказания за много лет оказались верны. После смерти Алондо Кэндлкип стал местом почитания его пророчеств и накопления знаний в целом. Если нужно раскрыть тайну, ключ к ней наверняка можно найти в Кэндлкипе. \n\nСцены в Кэндлкипе основаны на общении и исследовании. Здесь произойдут такие события: \n\n* Персонажи прибудут в Кэндлкип. Цена входа в него — такая книга, какой ещё нет в библиотеке монахов. \n* Персонажи встретят Сильвиру Савикас, мудрецатифлинга. Она знает, как открыть дьявольскую коробку с секретом Тейвиуса Крига. \n* Сильвира посоветует персонажам оставить Щит Скрытого Владыки ей на хранение, но Гаргот приведёт убедительные аргументы зато, чтобы взять щите собой. \n* Сильвира поможет персонажам добраться до Эльтуреля и даст им неточную карту Авернуса. Рея Ментелморн готова пойти с персонажами, а вот Фаластер Фиск решит остаться.\n\n### Львиный тракт \n\nЗачитайте следующий текст, чтобы описать последний день пути до Кэндлкипа: \n\n>В последние четыре дня погода на Прибрежном тракте явно испортилась. Из тёмных туч льёт как из ведра, дорога размокла до жидкой грязи, но вы всё ещё едете мимо купеческих караванов, направляющихся на север. \n\n>Утром пятого дня дождь утихает, но тучи не рассеиваются. Впереди вы видите ответвление от тракта, ведущее к морю. Мрачный ворон сидит на дорожном указателе с двумя стрелками, указывающими на запад. Одна стрелка гласит: «Львиный тракт». Другая: «Кэндлкип». \n\nНаправившись на запад по Львиному тракту, персонажи прибудут в Кэндлкип к середине дня. Можете показать игрокам иллюстрацию Кэндлкипа и описать им вид, зачитав следующий текст: \n\n>Полуденное солнце пробивается сквозь тучи, освещая серые стены и шпили старой крепости, которая величественно высится на скалистом утёсе над морем. Дорога ведёт прямо туда.\n\n### Вход в Кэндлкип \n\nКто-то попадает в Кэндлкип по воздуху, но большинство прибывает пешком или верхом. Когда персонажи ока жутся у ворот, зачитайте игрокам следующий текст: \n\n>У ворот вас приветствуют три монаха в лиловых мантиях: человек, щитовой дварф и солнечный эльф. На шее у каждого висит символ Денира, бога письменности, — зажжённая свеча над открытым глазом. \n\n>«Добро пожаловать в Кэндлкип! — говорит эльф на всеобщем. — Чтобы вас впустили, требуется дар. Вы должны пожертвовать книгу или свиток, которых ещё нет в архивах библиотеки. Прошу представить ваш дар для изучения». \n\nВсе трое монахов — нейтральные добрые **священники** Денира (добавьте расовые особенности к их параметрам при необходимости). Монахи изучат любую книгу или свиток, которые им дадут, при этом символы религии на их шеях слегка светятся. \n\nМонахи с радостью примут «Апокалипто» (чёрная книга с виллы Вантампуров, см. зону В13, стр. 36), книгу калишитских рецептов Фаластера Фиска или книгу заклина ний и пропустят персонажей в Кэндлкип. Одного такого подарка достаточно, чтобы пропустить всю группу в би блиотеку. Если персонаж предложит другую книгу или свиток, вы решаете, примут ли монахи этот дар. \n\nЕсли персонажи попытаются проникнуть в Кэндлкип тайно или силой, их остановит охрана крепости, как описано во врезке «Защита Кэндлкипа». \n\nКогда их впустят, персонажи могут ходить где вздумается и оставаться в библиотеке сколько захотят. Внешние здания — это общежития монахов и жильё для гостей, а также служебные здания, необходимые такому закрытому поселению (бани, мастерские портных, склады, сады и тому подобное). В Кэндлкипе даже есть паб под названием «Очаг». \n\n#### «Очаг» \n\nВ кэндлкипском пабе гости и монахи могут отдохнуть в хорошей компании и пообедать. Зачитайте следующий текст, описывая «Очаг»: \n\n>У паба низкий потолок с массивными деревянными стропилами и узкие окна со ставнями. Огромный очаг в центре зала окружён шестью столами и скамейками. \n\nОдновременно тут могут сидеть до тридцати посетителей. «Очаг» открыт круглые сутки, и огонь в центре никогда не гаснет. Днём в пабе обычно дюжина посети телей, во время обеда и ужина — больше. \n\nПри первом появлении персонажей в пабе один не обычный завсегдатай: хаотичный добрый **огр**, носящий *тиару интеллекта*. Он одиноко сидит в углу, почитывая книгу *«Сумма теологии»* св. Витиры — служителя Огмы, бога знаний. \n\nВсего несколько лет назад этот огр не отличался от грубых и жестоких сородичей. Но потом он встретил искателя приключений, полурослика, носившего золотую тиару интеллекта, прибил эту мелочь и завладел предметом. Он сумел настроиться на тиару, и та увеличилась для него в размерах. Став умнее, огр осознал, что поступал неправильно, и решил изменить свою жизнь. Он выбрал себе имя Малютка в честь бедняги-полурослика, чью жизнь оборвал. \n\nВоспитанное общество отвергло его, а потому Малютка приехал в Кэндлкип, чтобы учиться и узнать как можно больше. Он ведёт себя тихо, но стал достопримечательностью крепости. Монахи с ним всегда здороваются и советуют ему новые книги. \n\n### Сильвира Савикас \n\nКогда персонажи будут готовы, они могут отправиться в главный бастион, возвышающийся над остальной кре постью. Здесь обитают сотни монахов и волшебников и хранятся тысячи книг и свитков. Там персонажи всегда встретят любезных монахов, которые подскажут им, куда идти. Если Фаластер Фиск сопровождает группу, он уже знает, где лаборатория Сильвиры: в одной из башен Кэндлкипа. Когда персонажи придут на место, зачитайте следующее: \n\n>В стенах этого помещения в круглой башне зияют полукруглые окна, сейчас закрытые ставнями. Между окон стоят книжные шкафы, заполненные загадочными книгами, а на столах стоят банки с образцами и алхи мические приборы в полном беспорядке. На полу помещения выложена большая девятилучевая звезда. \n\n>У одного окна стоит женщина-тифлинг средних лет в мантии волшебника, поглощённая размышлениями. Науглу стола сидит тощий маленький демон с зелёной пупырчатой кожей, выпученными глазами, чёрными рожками и хвостиком, похожим на плеть. \n\n>«Очень рада вас видеть, — говорит тифлинг. — Что вы мне принесли?» \n\nСильвира Савикас — принципиальный нейтральный тифлинг-**архимаг**, одна из выдающихся мудрецов Кэндлкипа. Она специализируется на знаниях о Внешних пла нах. Помимо прочих навыков, у неё Расследование +13. Она говорит на всеобщем, демоническом, драконьем, дьявольском, небесном и первозданном языках. Её фамильяр, **квазит** Иезавель, придаёт её жизни необходимую долю хаоса и беспорядка. Вряд ли Сильвира вступит в бой, но если до этого дойдёт, помните, что у тифлингов устойчивость к урону огнём и ночное зрение на расстоянии до 60 футов.\n\n> #### Защита Кэндлкипа \n\n>Штурмовать Кэндлкип глупо и безрассудно. Большинство монахов — простые учёные, но среди них есть и могучие заклинатели. В случае угрозы **архимаг** и [[/r 1d4]] **мага** немедленно явятся проверить, что случилось. Если они не смогут быстро взять ситуацию под контроль, им на помощь придёт ещё [[/r 1d4]] **архимага**.\n\nЕсли у персонажей нет при себе коробки с секретом Тейвиуса Крига, Сильвира будет разочарована, но попытается это скрыть. Если ей покажут коробку, она немедленно её схватит и внимательно изучит. Такой же интерес у неё вызовет Щит Скрытого Владыки (она зовёт его «Щитом Гаргота»), но прикасаться к нему она не станет. \n\n#### Тейвиус и коробка с секретом \n\nО Тейвиусе Криге и его дьявольской коробке с секретом Сильвира скажет вот что: \n\n>«Я давно подозревала высшего наблюдателя Эльтуреля, но никто меня не слушал. Крига считали героем, который якобы спас город от орд нежити и основал священную страну Эльтургард. \n\n>Пользуясь своей славой, Тейвиус заставил всех жителей Эльтуреля принести клятву—Нерушимую Присягу, обязавшую их защищать Эльтургард. Я встречалась с ним много лет назад и инстинктивно почуяла, что он самозванец. Позже я заподозрила, что он заключил сделку с кем-то из могущественных дьяволов, а с помощью Нерушимой Присяги втянул в эту сделку весь Эльтурель. \n\n>Я собираюсь доказать свою гипотезу. Думаю, доказательство заперто в этой коробке с секретом». \n\nСильвира — знаток магических коробок с секретом, несколько штук она сделала сама и продала. Если персо нажи дадут ей *дьявольскую коробку с секретом*, она её изучит, попросит Иезавель принести склянку тёмной жидкости, выльет немного на жёлобки в форме лабиринта, покрывающие поверхность коробки. Затем она повертит коробку, чтобы жидкость протекла в нужном направле нии по узорам желобков. Наконец покрытие на коробке раздастся, и она откроется. \n\nВнутри коробки окажется стопка из девяти трёхдюй мовых пластин из тёмного железа, скреплённых цепью и покрытых дьявольскими рунами. Любой, кто понимает дьявольский язык, может перевести их: \n\n>Да будет известно, что я, Тейвиус Криг, высший наблюдатель Эльтуреля, присягаю моей госпоже Зариэли, владычице Авернуса, соблюсти договор, заключённый в сей клятве. \n\n>Отныне я подчинюсь Зариэли во всём и навсегда. Её я ставлю превыше всех созданий, живых и мёртвых. Я покорюсь ей вжизни и посмертии стрепетом и беспрекословно. \n\n>Я принимаю в пользование устройство под названием Солярный Сокрыватель, далее именуемое Спутник. Как высший наблюдатель Эльтуреля и его вассалов, я признаю, что все земли под светом Спутника обещаны Зариэли. Все лица, связанные присягой защищать Эльтурель, также обе щаны ей. Я также признаю, что пользование устройством продлится пятьдесят лет, после чего Спутник вернётся туда, откуда явился, и заберёте собою Эльтурель и присяг нувших ему защитников, если будет на то воля Зариэли. \n\n>И в этом я приношу вечную клятву. \n\nЕсли Рея Ментелморн присутствует при этом, откровение так поразит её, что она рухнет на пол, рыдая по Эльтурелю. Она связана с городом Нерушимой Присягой и понимает, что теперь вернуться в него необходимо. «Если Зариэли нужна моя душа, — скажет Рея, — пусть попробует забрать у меня лично!» \n\n#### Гаргот и щит \n\nВот что Сильвира скажет о Щите Скрытого Владыки и запертом в нём дьяволе: \n\n>«Этот щит—символ победы добра над злом. При виде такой красоты нетрудно забыть о том, какую чудовищную силу он сдерживает. Думаю, имя ему Гаргот, хотя он предпочитает, чтобы его называли Скрытым Владыкой. Он был исчадием ада, и Асмодей послал его искушать души на Материальном плане. Здесь он обрёл столько последователей, сколько есть не у всех богов. Так Гаргот стал своего рода полубогом, а приток последователей всё больше увеличивал его мощь. О, как низко он теперь пал! \n\n>Щит обладает способностью искажать всё вокруг себя. Семейство Хьюнов во Вратах Балдура хранило его много лет. Не сомневаюсь, что они хотели бы его вернуть, но щит не должен находиться там, где обитают тысячи смертных. Его нужно запереть в межпространственном кармане, где он не сможет искушать души!» \n\nЕсли персонажи задумаются, не оставить ли щит Сильвире, Гаргот телепатически свяжется с персонажем, обладающим наибольшим влиянием в группе, и предложит альтернативный вариант: \n\n>«Отнесите меня в Девять Преисподних, и я клянусь, что верно послужу вам проводником и советником!»\n\nГаргот не лжёт — дьявол отчаянно хочет вернуть щит в Девять Преисподних. Он ошибочно полагает, что сможет вырваться из щита, оказавшись там. Сильвира оставит за персонажами последнее слово, что делать со щитом. В душе она почувствует облегчение, если персонажи заберут щит, — она знает, что злые Рыцари Щита не прекратят свои поиски. \n\n#### Карта Авернуса на постере \n\nЕсли персонажи намерены спасти Эльтурель, Сильвира может дать им карту Авернуса — такая в Кэндлкипе только одна. В этот момент разверните карту Авернуса на постере и позвольте игрокам её изучить. Затем Сильвира предостережёт персонажей: \n\n>«Эта карта не вполне надёжна, — признаётся Сильвира.— Картограф сошёл сума, работая над ней». \n\nПодробности о том, как использовать карту на постере, см. в главе з.\n\n## Путь на Авернус \n\nСильвира может подготовить заклинание планарный пере ход, но в этом нет смысла — магические обереги Кэндлкипа не позволяют перемещаться в библиотеку и из неё таким образом. Вместо этого она предложит иной план, как отправить персонажей в Девять Преисподних: \n\n>«В башне милях в двадцати отсюда живёт волшебник по имени Траксигор. Я ему одолжила пару книг заклинаний, так что он у меня в долгу. Я могу безопасно доставить вас к башне, ауже он сотворит планарный переход и закинет вас прямо в Эльтурель. Важный момент: Траксигор присматривает за моей старой подругой, которая давным-давно сражалась с дьяволами в Девяти Преисподних. Думаю, она вам понравится. Её зовут Лулу». \n\nПерсонажам необязательно сразу отправляться в башню Траксигора. Если они захотят некоторое время побыть в Кэндлкипе, Сильвира с радостью их приютит. Но если персонажи задержатся, Рея Ментелморн будет их торо пить. Фаластер Фиск расстанется с группой после этого и останется в Кэндлкипе на несколько дней, а затем вернётся во Врата Балдура. \n\nВ библиотеке Кэндлкипа герои смогут больше узнать о Девяти Преисподних. В главе 2 Dungeon Master's Guide («Ру ководства мастера подземелий») есть сведения обо всех девяти кругах. Персонажи могут узнать всё это, проведя день-другой за чтением книг об этом плане. Персонажи также могут почитать о дьяволах и узнать всё, что изложено в раз деле «Дьяволы» в Monster Manual («Энциклопедии чудовищ»). Когда персонажи будут готовы отправиться к башне Траксигора, зачитайте или перескажите игрокам следующий текст: \n\n>Сильвира выводит вас на посадочную площадку в форме полумесяца, откуда открывается чудесный вид на море. Вас уже ждут несколько осёдланных грифонов и их укротители. «Грифонам велено отвезти вас к башне Траксигора, — говорит Сильвира. — Не бойтесь, это не опасно!» \n\nУкротители могут помочь персонажам влезть на грифонов. Каждый грифон может унести одного седока с его снаряжением. Когда все персонажи сядут, зачитайте следующее: \n\n>Грифоны взлетают чуть ниже облаков и направляются прямо в море. С высоты Кэндлкип выглядит столь же величественно, но вот он уменьшается, и грифоны направляются на запад. Под вами проносятся скалистые острова, а за ними раскинулось открытое море. После долгого полёта вы наконец видите каменную башню без окон и дверей, которая каким-то чудом парит в небесах. Грифоны пролетают сквозь зубчатые отверстия в конической крыше башни и приземляются на площадку. Оттуда вниз ведёт винтовая лестница. \n\n### Башня Траксигора \n\nКогда грифоны приземлятся, персонажи могут спе шиться и спуститься по лестнице в башню Траксигора. Доставив группу в башню, грифоны после короткого отдыха улетят обратно в Кэндлкип. Зачитайте или перескажите игрокам следующий текст, когда персонажи спустятся в башню: \n\n>Этажом ниже вы оказываетесь в захламлённой комнате, освещённой самыми разными вещами, на которые сотворили заклинание вечный свет. По комнате расхаживает выдра в маленькой красной мантии. Выдра бормочет себе под нос на всеобщем что-то о пропавшем металлическом стержне. Внезапно она замечает вас и останавливается. \n\n>«Лулу! Проснись! Гости прибыли!» Услышав это имя, из-под груды одеял возле столика, заваленного алхимическим оборудованием, вылезает слоник с золотистой шерстью. Слоник взлетает на пернатых крыльях и радостно трубит хоботом. \n\nТраксигор превратился в выдру много лет назад, решил, что эта форма ему нравится больше, чем предыдущая форма старого мудреца, и сделал форму выдры постоянной с помощью заклинания *желание*. У него параметры **архимага**, не считая того, что он маленькое животное с Силой 3. Мировоззрение у него хаотичное доброе, он говорит на всеобщем, гномьем, дварфийском, драконьем, полуросличьем и троглодитском. \n\nВместо заклинания *телепортация* у него подготовлен *планарный переход*, а ищет он раздвоенный металлический стержень, необходимый для сотворения этого заклинания. Он уже немного знает о персонажах благодаря заклинаниям *послание*, отправленным Сильвирой Савикас перед их прибытием. \n\nГерои могут помочь Траксигору в поисках стержня, настроенного на Девять Преисподних. Тот, кто получит наибольший результат при проверке **Мудрости (Внимание), найдёт стержень**. Тот, кто получит меньше всех, найдёт случайную безделушку, выбранную броском по таблице в главе 5 Player’s Handbook («Книги игрока»), Траксигор не против, если персонаж оставит безделушку себе, и не помнит, откуда она взялась. \n\n### Оллифант Лулу \n\nЛулу — **оллифант** (параметры см. на стр. 242), она потеряла память и особенность Врождённые заклинания (это не влияет на класс опасности). Врождённые заклинания вернутся к ней в ходе приключений следующим образом: \n\n* В главе 2 к Лулу вернётся способность неограниченно творить свет, когда она впервые попадает в Эльтурель. \n* В главе 4 к Лулу вернутся применяемые два раза в день заклинания (благословение, защита от зла и от добра и ис целение ран), когда она попадёт в Кровавую Цитадель. \n* В главе 5 к Лулу вернутся применяемые один раз в день заклинания (возвращение к жизни, изгнание, излечение, метаморфоза и телепортация), когда она поможет вернуть Зариэли её меч.\n\n#### История Лулу \n\nСильвира встретила Лулу, когда изучала портал в Девять Преисподних в Полях Мёртвых к западу от Эльтуреля, и подружилась с ней. Одно время Лулу жила с Сильвирой в Кэндлкипе, но не поладила с фамильяром-квазитом Иезавелью. Сильвира решила, что Лулу будет отличной спутницей для Траксигора, учитывая его эксцентрич ность и доброту. Лулу жизненно необходима для успеха персонажей, хотя они этого пока не понимают. \n\nЛулу умеет говорить на небесном, но предпочитает телепатию, позволяющую ей общаться одновременно с одним существом. Если персонаж спросит Лулу о её битвах с дьяволами в Девяти Преисподних, она расска жет вот что: \n\n>«Я была с ангелом Зариэлью, когда она собрала воинство Всадников Преисподней и вторглась на Авернус. Мы прошли через врата, рассекая дьяволов, как песня режет воздух. Победа была так близка, но часть Всадников Преисподней предала нас. Они бежали обратно через врата и закрыли их за собой. \n\n>Прежде чем Зариэль схватили, она велела мне спрятать её меч, дабы он не попал в дурные руки. Кто-то помог мне спрятать меч, но не помню кто. Мы нашли подходящее место, но не помню где. Я сбежала с Авернуса, но не помню как. У меня почти не осталось воспоминаний, но не помню почему». \n\nПамять Лулу серьёзно повредилась при событиях, которые она не помнит, но вот вам краткое описание этих событий для удобства. \n\nЛулу была не просто спутницей Зариэли. Она была лучшей подругой ангела и её боевым скакуном, умела превращаться в крылатого золотистого мамонта. Они дружили много столетий. \n\nКогда стало ясно, что поражение на Авернусе неизбежно, Зариэль доверила свой меч Яэли, вернейшей из своих генералов, и велела Лулу помочь Яэли спрятать оружие. Лулу и Яэль ринулись сквозь орду демонов под предводительством демонического владыки Йеногу и с трудом прорвались. Любимец Йеногу, исполинский демон Крокек’тоик, гнался за Яэлью и Лулу по всему Авернусу, пытаясь сожрать. Но Яэль успела погрузить священный клинок Зариэли в камень, а Лулу влила в него всю свою небесную сущность до последней капли. Вокруг меча выросла крепость, отпугивавшая любое зло. Этот подвиг так истощил Лулу, что она растерялась и улетела, оставив Яэль. \n\nЛулу скиталась по Авернусу месяцами, прежде чем наткнулась на странствующий рынок — Бродячий Базар. Ракшаса Махади обманом втёрся к ней в доверие, но затем сбрызнул её водой из реки Стикс, из-за чего рассудок её повредился, а магическая сила ушла. Затем Махади отдал Лулу группе дьяволов как дар архидьяво лице Зариэли. Зариэль не смогла выносить вида Лулу, но и навредить старой подруге у неё не поднялась рука. Так что Зариэль отправила Лулу обратно на Фейрун, вернув ей рассудок. Увы, память Лулу так и не удалось восстановить. \n\nВоспоминания Лулу \n\n|[[/r 1d6]]|Воспоминание| \n|:---|:---|\n|1 |«Когда-то я умела превращаться в золотистого мамонта! И Зариэль ездила на мне в бою!» |\n|2 |«Яэль, вернейшая Всадница Преисподней, погрузила меч в камень. А я излила всю доброту своего сердца до капли, чтобы воздвигнуть вокруг него щит, крепость против зла». |\n|3 |«Владыка демонов Йеногу хочетуничтожитьмеч Зариэли. Он ненавидит и меч, и её. Мы как-то с ним сражались, но не помню где». |\n|4 |«Я долго блуждала по Авернусу, а потом спряталась в месте под названием Бродячий Базар. Там у меня был друг по имени Махади. Может, он нам поможет». |\n|5 |«Прежней Зариэли больше нет, теперь это дьяволица, излучающая пламя и ненависть. \"Такова я на самом деле — сказала она мне — Умирая, демоны в ужасе кричат моё имя\". Это последнее, что сказала мне Зариэль».|\n|6 |«Это Зариэль отправила меня обратно. Не знаю почему. Может, в глубине её души ещё осталась искорка добра?»|\n\n#### Возвращение воспоминаний \n\nДружба важна для духа и тела Лулу. Чем больше оллифант подружится с персонажами, тем быстрее к ней вернутся утерянные воспоминания. До конца приключе ния Лулу может обретать воспоминания тогда, когда вы решите. В идеале воспоминания должны возвращаться по одному в моменты, когда её дружба с персонажами кажется важной. Когда к Лулу вернутся все заклинания, вернутся и оставшиеся воспоминания. \n\nКогда придёт время вспомнить что-либо, можете бросить [[/r 1d6]] и свериться с таблицей «Воспоминания Лулу», чтобы узнать, что она вспомнила, а можете просто вы брать воспоминание. Если бросок выдал уже вернувше еся воспоминание, перебросьте или выберите другое. \n\n#### Отыгрыш Лулу\n\nВо всём тельце Лулу нет ни одной злой косточки. Она верит в магию дружбы и мечтает надрать злодеям попки плечом к плечу с персонажами. \n\nЕсли вас утомит играть за Лулу как персонажа мастера, можете отдать её одному из игроков как второго персонажа. Дайте согласному на это игроку копию блока параметров Лулу (стр. 242), отметив, что сейчас у Лулу нет особенности Врождённые заклинания. Когда к ней вернутся воспоминания и отдельные заклинания, сообщите игроку об этих переменах в персонаже. \n\n### Планарный переход \n\nПрежде чем покинуть башню Траксигора, персонажи должны достичь 5-го уровня. Когда они будут готовы отправиться на Авернус, зачитайте следующий текст: \n\n>Вы все становитесь в круг, Траксигор звякает металлическим стержнем о пол и творит заклинание планарный переход."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.1","coreVersion":"11.315","createdTime":1705527444466,"modifiedTime":1707084830309,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":300000,"name":"(ур.5-6) Глава2. Падший Элтурель","type":"text","_id":"Xytu3WCsSFkL14ZX","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Некогда Эльтурель был священным городом, где народ почитал Латандера, Торма, Хельма и Тира. Ныне это обитель гибели и отчаяния, подвешенная в пятиста футах над рекою Стикс. Восемь огромных цепей держат город на зазубренных столпах из дьявольского железа, торчащих из земли исполинскими пиками (подробное описание цепей см. в разделе «Спуск по це пям» в конце этой главы). Подножье каж дого столпа сторожат десятки дьяволов, из-за чего сбе жать из города, спустившись по цепям, весьма трудно. Спутник, второе солнце, что дарило городу покой и за щиту, теперь взирает на Эльтурель как око погибели — чёрная пустота, разрываемая молниями.

Лишь одно обстоятельство не позволило дьяволам захватить город: мощное нашествие демонов, атакую щих позиции дьяволов на земле. Дьяволам приходится отбиваться от демонических орд и выжидать, пока не появится возможность отправить войска и подчинить оставшихся жителей Эльтуреля. Но отдельные демоны, дьяволы и прочие твари уже проникли в город. У персо нажей будет время узнать о положении дел в Эльтуреле и придумать, как спасти город от полной погибели.

Пока персонажи разбираются в ситуации, они слышат какофонию схватки из глубины под городом. Несконча емый поток демонов рвётся из мутных вод реки Стикс навстречу легионам Авернуса, готовым отразить атаку. Битва длится всё то время, пока персонажи остаются в Эльтуреле.

Проведение этой главы

На диаграмме 2.1 отмечены ключевые события этой главы по порядку.

Искатели приключений должны достичь 5-го уровня к тому времени, как прибудут в Эльтурель. Они появятся в восточной части города, где сейчас опаснее всего. Персонажам надо пройти к собору Высокого Зала, Рея Ментелморн может стать их проводницей. После уничтоже ния бестий в соборе и катакомбах под ним персонажи должны достичь 6-го уровня.

Выжившие персонажи мастера, спрятавшиеся в склепах под Высоким Залом, попросят персонажей найти верховного герцога Ульдера Рейвенгарда из Врат Балдура, который поневоле стал защитником Эльтуреля. Поиски приведут персонажей в церковь на великом кладбище Эльтуреля, где Ульдер Рейвенгард впал в шок после телепатического контакта с демоническим влады кой Бафометом. Доставив Рейвенгарда в безопасности в Высокий Зал и исцелив его, персонажи должны до стичь 7-го уровня. Теперь они готовы покинуть Эльтурель и искать способы освободить город из цепей и вернуть его остатки на Фейрун.

(ур.5) Прибытие в Эльтурель

Заклинание планарный переход переносит волшебника Траксигора и не более восьми других существ в Эльтурель. В это число входят оллифант Лулу и Рея Ментелморн, если она ещё с группой. Когда группа прибудет в Эльтурель, зачитайте игрокам следующий текст:

Вас окутывает обжигающе жаркий воздух. На улице, где вы стоите, здания растрескались и начали обвали ваться. Земля у вас под ногами содрогается. В дымно багровом небе висит сфера тьмы диаметром 400 футов, обрушивающая на город разряды иссиня-белых молний через неравные промежутки. Вдали на высоком утёсе над городом возвышается полуобвалившаяся крепость.

Траксигор нервно смотрит на чёрный шар, бормочет волшебные слова и исчезает в мгновение ока.

Траксигор сотворил заклинание остановка времени, чтобы сбежать с помощью заклинания полёт. Прежде чем остановка времени закончится и персонажи успеют среагировать, он уже исчезнет. Любой персонаж, успешно пройдя проверку Интеллекта (Магия) со СЛ 19, поймёт, как Траксигор сбежал. Группа больше не встретит Траксигора, если только вы не решите ввести его снова по ходу приключения. Траксигору незачем спасать Эльтурель или помогать кому-либо в Войне Крови. За вершив долгий отдых, он снова сотворит планарный пере ход и вернётся в свою башню на Материальном плане.

У персонажей и их спутников есть пара минут, чтобы привыкнуть к новой обстановке, прежде чем они встре тят первую угрозу в городе (см. «Горячий приём» далее). Подробности о землетрясениях и прочих опасностях см. во врезке «Опасности Эльтуреля» на стр. 55.

Попав на Авернус, оллифант Лулу возвращает себе способность неограниченно творить врождённое заклинание свет. Что же касается воспоминаний, поначалу она поймёт, что окружение кажется ей знакомым, но пуга ющим. Звуки и запахи Авернуса пробуждают воспоми нания о падении Зариэли и первых её днях на Нижних планах. Проведя больше времени на Авернусе и по общавшись с ключевыми персонажами мастера, Лулу постепенно пробудит воспоминания, которые помогут персонажам спасти город.

Рея Ментелморн придёт в ужас при виде разорённого Эльтуреля и ещё больше загорится идеей спасти город от гибели. Она предложит отвести персонажей в собор Высокого Зала, где надеется найти лидеров выживших.

Если персонажи взяли с собой Щит Скрытого Владыки, Гаргот попытается вырваться из плена и потерпит неудачу. Персонажи не узнают о попытке Гаргота, но тот будет ста новиться всё более подавленным и нетерпеливым, пока они будут исследовать Эльтурель. Гаргот настаивает, чтобы пер сонажи не задерживались в городе, иначе их затянет в реку Стикс вместе с ним. Втайне исчадие ада надеется, что пред ставится новый шанс сбежать, когда персонажи покинут Эльтурель и начнут исследовать Авернус.

Горячий приём

Первая для персонажей сцена в Эльтуреле будет жесто кой. Несколько мирных горожан прятались от дьяволов, патрулирующих улицы, но голод и жажда вынудили их выйти из укрытия. Дьяволы заметили горожан и атаковали, и теперь герои — их последняя надежда на выживание.

Зачитайте следующий текст, чтобы описать сцену после прибытия персонажей в Эльтурель:

Из-за угла ещё не обвалившегося здания выбегает женщина, несущая по малышу в каждой руке. За ней гонятся три чудовища Преисподней с глефами в руках и змеящимися бородами. Бестии зловеще хохочут.

Этих @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатых дьяволов} зовут Бласс, Нодд и Танн, они проникли в город, чтобы нести разрушение. Харкина Хант и её сыновья-близнецы Эзо и Браск искали пропи тание, когда дьяволы их заметили. Погоня привела их на эту улицу в 30 футах от места прибытия персонажей.

Если персонажи не вмешаются, бородатые дьяволы настигнут мирных людей за пару раундов и схватят их. После этого пленников продадут в рабство на Бродячем Базаре (см. стр. 123) за услуги или товары, которые помогут дьяволам повысить свой статус.

Вступив в эту сцену, все совершают броски инициативы. В свои ходы Лулу и Рея, едва заметив, что троих людей атакуют дьяволы, немедленно бросаются им на вы ручку, независимо от поведения персонажей. Лулу не будет трубить иначе как в качестве последнего средства, опасаясь ранить семью или привлечь других бестий.

Если дьяволы снизят ПЗ Хантов до 0, те потеряют сознание, а не умрут, ведь дьяволам они нужны как пленники. Персонажам и их спутникам дьяволы такой любезности не окажут.

Последствия

Если герои спасут семью Хантов, Харкина будет бесконечно благодарна. Она лишь @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдин}, но носит длинный лук, с которым умела в обращении. С его по мощью она защищает семью. Помимо лука, у неё колчан с сорока стрелами, из которых двадцать посеребрены. Харкина может рассказать о текущей обстановке в городе вот что:

Если персонажи схватят и допросят бородатого дьявола или любого другого дьявола, встреченного в Эльтуреле, тот выдаст такие сведения при успешной проверке Харизмы (Запугивание) со СЛ 15 в обмен на обещание отпустить его:

Управление мирными жителями

Персонажи могут спасти выживших в восточной части Эльтуреля, и все они отчаянно просят группу отвести их в относительно безопасное место в западной части города. Когда начинается новый бой, а с героями идут уязвимые персонажи мастера, вы сами решаете, что с ними делать в бою.

Самый простой вариант персонажи мастера отступают и не ввязываются в бой. Пусть они ограничатся тем, что следуют за персонажами или прячутся от врагов. В бою вы можете буквально забыть о них, считая, что те немногие, кто способен драться, разбираются с незначительными угрозами на фоне, пока герои рубятся с серьёзными врагами. Боеспособные персонажи мастера могут и поучаствовать в бою, если вы готовы играть за них. Пусть все они действуют при одном значении инициативы и в большей степени помогают героям, а не ввязываются в отдельные схватки.

Если герои возьмут с собой персонажей мастера, это повышает шансы столкнуться с врагами при переходе по городу. Бросая d20 для определения, произойдёт ли случайная сцена (см. «Другие сцены в Эльтуреле»), считайте, что сцена происходит при результате 9 или выше.

Другие сцены в Эльтуреле

После первой сцены с семейством Хантов и бородатыми дьяволами персонажи наверняка хотят как можно скорее добраться до Высокого Зала и найти верховного герцога Рейвенгарда. Разверните карту на постере Эльтурелем вверх, если ещё не сделали этого, чтобы игроки увидели план города и поняли, куда им двигаться, чтобы попасть в Высокий Зал. Карта 2.1 на стр. 56 — умень шенный вариант карты на постере с обозначениями для мастера.

Когда группа переходит от одного обозначенного на карте места к другому, бросайте d20. При результате 11 или выше происходит сцена при перемещении по го роду. К примеру, совершите такую проверку, когда персонажи отправятся к мосту. Когда персонажи перейдут мост и двинутся к Высокому Залу, совершите ещё одну проверку. Также проводите проверки, если персонажи бродят по улицам или ищут других выживших.

Если должна произойти сцена, сделайте бросок по та блице «Сцены в Эльтуреле» или выберите сцену на свой вкус. Каждая сцена должна происходить лишь однажды. Если у вас выпала сцена, которая уже случалась, пере бросьте или выберите сцену сами. Сцены описаны в алфавитном порядке после таблицы.

Сцены в Эльтуреле

d10Сцена
1Беспрецедентная сделка
2Врак-философ
3Крик о помощи
4Недовольный патруль
5Орда зомби d10 Сцена
6Рухнувшее здание
7Рыцарь-нарзугон
8Стая упырей
9Трапеза вурдалаков
10Языки пламени

Беспрецедентная сделка

Проходя мимо переулка, персонажи заметят, как @UUID[Compendium.sc-creatures.sc-creatures.Actor.oJNpjp7nCKjzIhAK]{бес }говорит с полуросликом. Собеседники увлечены друг другом, так что персонажам нетрудно подобраться ближе и подслушать разговор на всеобщем. Полурос лик — пекарь (@UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдин}) по имени Пилстер Пеблхак, который вместе с семьёй спрятался в подвале своей пе карни. У них заканчивается еда, так что Пилстер дерзнул выбраться на улицу в поисках провизии. Бес Перчиллюкс предлагает Пилстеру месячный запас провизии по скромной цене — всего лишь его душа. При появле нии героев Пилстер готов подписать контракт.

Контракт написан на пергаменте из полуросличьей кожи. Если любой персонаж прервёт подписание и попро сит почитать контракт, бес ответит, что это не их дело. Но Пилстер будет рад их вмешательству, поскольку уже начал сожалеть о сделке, и передаст контракт персонажам. При успешной проверке Интеллекта (Расследование) со СЛ15 в запутанном тексте удастся разобрать, что бес получит души всей семьи Пилстера, если тот подпишет контракт.

Если персонажи атакуют беса, тот станет невиди мым и попытается сбежать. Если персонажи помешают Пилстеру продать душу, он будет умолять отвести его и семью в безопасное место. Его жена Мерривиль и трое детей тут неподалёку.

Сокровища. Помимо контракта, бес носит монету души (см. стр. 22$) от прошлой сделки, которую собирался пе редать своему господину.

Врак-философ

@UUID[Compendium.sc-creatures.sc-creatures.Actor.8IZP9OIL0A6ZfPWF]{Врак }сбежал с поля боя и улетел в город, чтобы поразмышлять о своём месте в происходящем. Пока персонажи его не трогают, он не атакует. Если герои приблизятся, врак заго ворит с ними, телепатически связываясь с персонажами по одному, если никто из них не говорит на демоническом.

Врак будет рассуждать о превратностях и возможных смыслах бытия. Если персонажи обойдутся с ним вежливо, выслушают его рассуждения и успешно пройдут проверку Харизмы (Убеждение) со СЛ 13, они могут получить от него одну небольшую услугу. Если они атакуют, врак ответит насилием на насилие.

Услуги врака могут включать рассказ о том, что про исходит под городом, о силах, охраняющих мосты между восточной и западной частями города, или о планах демонов использовать портал, чтобы попасть в город (см. зону К12 на стр. 69). Впрочем, врак не знает, где этот портал.

Крик о помощи

Персонажи слышат крик о помощи. Если они пойдут на зов, то увидят, как мужчину-человека атакуют два @UUID[Compendium.sc-creatures.sc-creatures.Actor.xxvAOQjnKiLNegxw]{булезау }(параметры см. на стр. 230). Они пробрались мимо дьяволов и забрались по удерживающим город столпам в Эльтурель.

Если персонажи спасут мужчину, тот представится как Орин Рагрон, кузнец, работавший в Эльтуреле. На самом деле Орин — замаскированный @UUID[Compendium.sc-creatures.sc-creatures.Actor.XMJMkjqW9Z34cz8I]{инкуб }по имени Фалтракс. Инкуб пытается собрать сведения о защите Эльтуреля, а затем продать той бестии, кто больше заплатит. Если персонажи раскроют сущность Фалтракса, инкуб сбежит.

Недовольный патруль

Трое @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов} под началом @UUID[Compendium.sc-creatures.sc-creatures.Actor.W4X3BntyZz5YW6PU]{меррегона }(параметры см. на стр. 239) идут по улицам, выискивая выживших смертных и демонов, просочившихся мимо дьявольских легионов под городом. Игольчатые дьяволы ворчат на дьявольском — им не по душе быть тут, пока другие убивают демонов внизу. Меррегон молча сносит подобную дерзость.

Орда зомби

Проходя мимо здания, персонажи услышат стук из-за входной двери. Дверь заклинило, но она не заперта, её можно выбить, успешно пройдя проверку Силы со СЛ 15. Если персонажи выбьют дверь, из здания грудой гниющих тел вывалятся двенадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{зомби}, погребя под собой любого, кто стоит рядом с дверью. И эти персонажи, и зомби начинают бой @UUID[Compendium.sc-common.sc-common.Item.aomEh450Wi1MFC64]{распластанными}.

Если персонажи разделаются с зомби и обыщут здание, они обнаружат, что тут была школа. В подвале хранятся пять бочонков с тремя галлонами питьевой воды в каждом.

Рухнувшее здание

Город охватывает землетрясение, и вдали рушится здание. Персонажи слышат из-под обломков крики о помощи.

Чтобы жертвы не задохнулись и не были раздавлены обломками, персонажам надо в общей сложности полу чить шесть успехов в проверках характеристик раньше, чем три провала. Базовая СЛ этих проверок равна 10. Среди проверок могут быть Сила (Атлетика), чтобы расчистить обломки, Ловкость (Акробатика), чтобы про тиснуться в щели, Интеллект (Расследование), чтобы выбрать правильное место раскопок или уберечь по стройку от обрушения, или Мудрость (Внимание), чтобы заметить опасные области, готовые снова обрушиться. Вы также можете решить, что магия или иные способно сти дают автоматические успехи.

Спасательная операция может привлечь внимание дьяволов (см. «Недовольный патруль») или иных нежелательных гостей.

Опасности Эльтуреля

В придачу к угрозам со стороны бестий и нежити в Эльтуреле персонажи вскоре узнают об опасностях, которые представляет сам город.

Падение. Любое существо, упавшее с Эльтуреля, висящего высоко над Авернусом, пролетит 500 футов и упадёт в душеразрушающие воды реки Стикс, получив 70 ([[/r 20d6]]) дробящего урона от падения. Эффект вод реки описан на стр. 77. Впрочем, персонажи, упавшие в Стикс или попавшие в разгар битвы, кипящей вокруг него, наверняка сразу же погибнут, а их тела невозможно вернуть.

Молнии. Разряды молний со Спутника обрушиваются на город примерно раз в минуту. Шансы, что молния ударит персонажей, ничтожны, но можете использовать разряды, чтобы повысить напряжение и создать спешку. Пусть молния ударит в крышу или в землю неподалёку или обрушит здание.

Сотрясения. Время от времени весь город сотрясается из стороны в сторону—это гигантские столпы, приковы вающие его к Авернусу, погружаются глубже в землю. Это вызывает такие же разрушения, как землетрясение на Материальном плане. Незакреплённые объекты падают, здания разрушаются, в земле и улицах образуются трещины, а существа распластываются.

Когда Эльтурель сотрясается, существа, стоящие на любой поверхности в городе, должны пройти испытание Ловкости со СЛ 10, при провале они распластываются. Кроме того, вы можете описать прочие повреждения и панику, вызванную сотрясением. Например, обрушивается здание, и всем стоявшим поблизости существам придётся уворачиваться от падающих обломков, проходя испытание Ловкости со СЛ 15 и получая 7 ([[/r 2d6]]) дробящего урона при провале.

Если персонажи преуспеют в своих усилиях, они вы тащат из-под обломков троих принципиальных добрых щитовых дварфов: Стровина Айронфиста, Картру Болдерштерн и Велькору Ашенвелл. Стровин и Картра — разнорабочие (используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.q4lTkeLfqfd4CbbB]{простолюдина}), а Велькора — каменщица и @UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{послушник }дварфийского бога Морадина. Она умеет исцелять, что может при годиться в Высоком Зале. Все трое дварфов говорят на всеобщем и дварфийском, у них ночное зрение на расстоянии до 60 футов, устойчивость к урону ядом и преимущество к испытаниям против яда.

Рыцарь-нарзугон

Нарзугон (параметры см. на стр. 241) патрулирует улицы Эльтуреля верхом на @UUID[Compendium.sc-creatures.sc-creatures.Actor.SABWJlo6aOUh0XHa]{маре}, одетой в дьявольскую сбрую (см. стр. 223). У дьявола приказ преследовать и унич тожать любых демонов, сумевших избежать битвы на земле внизу и пробраться в город.

При виде этого существа Лулу скажет персонажам, что оно очень сильное и с ним не стоит связываться.

Стая упырей

По улицам Эльтуреля бродят семеро @UUID[Compendium.sc-creatures.sc-creatures.Actor.fD9R6Ig4oKVgFpgx]{упырей }в поисках добычи. Их вожак, в прошлом плут и искатель приклю чений, носит магический клёпаный кожаный доспех, повышающий его КБ до 13 (см. «Сокровища» ниже). Раньше они были горожанами, но погибли, когда Эльтурель затянуло на Авернус. Их души исказила ужасная сила этого плана, превратив их в нежить.

Сокровища. Вожак упырей носит +1 клёпаный кожаный доспех, комплект первопроходца и поясной кошель, где лежит зелье невидимости.

Трапеза вурдалаков

Персонажи заметят четыре фигуры в плащах, которые выбираются из переулка и крадутся в дом, стараясь остаться незамеченными. Если персонажи войдут в дом, они наткнутся на четырёх @UUID[Compendium.sc-creatures.sc-creatures.Actor.eRgttPVkVIbeXxD8]{вурдалаков}, стоящих вокруг стола и пожирающих останки семьи людей, погибших здесь при переносе на Авернус. От вурдалаков разит смертью и разложением.

Разделавшись с вурдалаками, персонажи могут пройти проверку Мудрости (Внимание) со СЛ 10 и при успехе услышат слабый плач из буфета. В нём прячется девочка по имени Шора Хевран. Она не умеет драться и немедленно привяжется к первомуже персонажу, кто будет к ней добр. Шора упрямо продолжит сопро вождать персонажей, пока не окажется в безопасном месте. Если отвести её в Высокий Зал, каждый персонаж получит вдохновение, а тамошние выжившие позабо тятся о Шоре.

Языки пламени

Персонажи видят посреди улицы обугленный труп гуманоида, сжимающий в руке посеребрённый длинный меч. Едва любое существо окажется в пределах 5 футов от тела, из него извергнется язык пламени Преисподней. Каждое существо в пределах 5 футов от трупа должно пройти испытание Ловкости со СЛ 12, получая 14 ([[/r 4d16]]) урона огнём при провале или половину этого урона при успехе.

Сокровища. Если труп тщательно осмотреть, в его обго ревшем поясном кошеле найдётся уцелевший пузырёк. Это зелье силы морозного великана.

Мосты Торма

Два моста, некогда перекинутых через овраг посреди города, — единственное, что соединяет восточную и западную части Эльтуреля. Между ними теперь раскинулся бездонный разлом. Северный мост зовётся Пределом Торма, а южный — Клинком Торма. Если персонажи не умеют летать или телепортироваться, им понадобится один из этих мостов, чтобы попасть в Высокий Зал.

Когда герои приблизятся к любому из мостов, они впервые узнают подробности о разломе и увидят стражей, преграждающих путь. Зачитайте следующий текст, чтобы начать сцену:

Разлом в земле поделил Эльтурель надвое. Безумный лязг битвы, кипящей глубоко под городом, тут слышнее, его эхо доносится из скалистых глубин разлома.

Через разлом перекинут мост двадцати футов шириной и более сотни футов длиной. На каменной кладке моста вырезаны руны — он освящён именем Торма, бога отваги и самопожертвования. Шестеро созданий Преисподней стоят на страже посреди моста, озираясь по сторонам.

Каждый мост охраняет отряд дьяволов, которому велено пресечь любое сообщение между востоком и западом города. Каждый отряд состоит из двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.KEqlBbk9wNkYtRDA]{бородатых дьяволов} и четырёх @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов}. Эти твари не отличаются хитростью и забрались на середину каждого моста, чтобы лучше всё видеть. Схватка с ними будет непростой, но у персонажей может найтись козырь в рукаве.

Священные руны

Любой персонаж, умелый в навыках История, Магия или Религия, поймёт, что руны, вырезанные на камнях каж дого моста, можно активировать и пробудить лучистую энергию, вредную для бестий и нежити. Коснувшись моста, персонаж может произнести молитву Торму, совершив в качестве действия проверку Интеллекта (Религия) со СЛ 15, и при успехе активирует руны на 1 минуту. Пока руны активны, любая бестия или нежить, начавшая свой ход в контакте с мостом, получит 22 ([[/r 4d10]]) лучистого урона. По окончании эффекта руны нельзя снова активировать 1 час.

(ур.5) Высокий зал

Искатели приключений прибывают в развалины Эльтуреля и пробираются к собору Высокого Зала с помощью оллифанта Лулу и, возможно, Реи Ментелморн.


Хотя силы Авернуса заняты отражением атак демонов из реки Стикс, несколько отрядов дьяволов всё же послали проникнуть в Эльтурель, чтобы сеять хаос среди выживших горожан, собирать души любых встречных смертных и испытать оборону города. Бойцы этих передовых отрядов заметили, что Высокий Зал похож на центр обороны города, где легче всего выжить. Поэтому они решили штурмовать его быстро и решительно.

Приближаясь к Высокому Залу, персонажи увидят, что дьяволы штурмуют собор крепости. Персонажи могут броситься в бой, разгромить захватчиков и временно стабилизировать ситуацию. Победив дьяволов, персонажи узнают от выживших, что верховный герцог Рейвенгард был в Высоком Зале, но недавно покинул его. Он увёл отряд солдат на городское кладбище, надеясь найти там древнюю реликвию, которая поможет спасти город.

Кратко о Высоком Зале

Высокий Зал — огромный алебастровый замок, посвящённый Торму, богу отваги и самопожертвования. Тут заседают многие религиозные и политические лидеры Эльтуреля — вернее, заседали, пока город был в мире смертных.

Вскоре после того, как Эльтурель затянуло на Авернус, на Высокий Зал упал метеорит, обрушив кабинеты и жилища всех тех, кто мог организовать оборону города. Большинство лидеров Эльтуреля при этом погибло, но верховный герцог Рейвенгард из Врат Балдура и его свита уцелели. Рейвенгард немедленно взял ситуацию под контроль, возглавил оставшиеся силы Эльтуреля и составил план обороны города. Увы, Рейвенгарду не хватило сил на то, чтобы спасти восточную часть города, а вторжения демонов и дьяволов всё больше ослабляют его позиции и в западной части.

Выжившие, в том числе руководство города, устроились в соборе Высокого Зала — пожалуй, самом безопасном и устойчивом здании, что осталось в Эльтуреле. Но даже собор подвергся нападению, и без помощи персонажей его защитники не выстоят.

Приближение к Высокому Залу

Когда персонажи подойдут к Высокому Залу, зачитайте выделенный текст, чтобы описать сцену:

Этот замок на скале когда-то был жемчужиной эльтурельской архитектуры. Сейчас сохранились лишьтри из пяти его дозорных башен, и они выглядят заброшенными. Деревянные ворота, которые вели на территорию замка, расколоты, на их месте зияет дыра.

От западной части замка осталась лишь гора разбитых кирпичей и сломанных балок. Уцелевшие здания почернели от сажи. Но вопреки всему в центре замка гордо высится собор.

При входе на территорию замка персонажи не заметят никаких угроз. Уже внутри они увидят тела двух людей в латах, лежащие на земле у разбитых врат, из их рваных ран ещё сочится кровь.

Когда персонажи подойдут к центру двора, они увидят двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.fQNvKcnFcuV9EyhS]{адских гончих}, стоящих на страже у дверей собора. Хозяева-дьяволы велели этим бестиям не впускать и не выпускать никого из смертных.

Персонажам надо победить адских гончих, чтобы попасть в собор. Пусть герои пройдут групповую проверку Ловкости (Скрытность) со СЛ 15, чтобы укрыться среди обломков, подходя ближе. Если половина или больше персонажей преуспеет в своих проверках, групповая проверка успешна и персонажи достигнут подножия ступеней, ведущих в собор, незаметно для адских гончих, что позволит героям застичь врага врасплох, когда начнётся бой

Штурм собора

Четыре группы дьяволов и их союзников перемещаются по собору. Они широко распределены по собору, чтобы сеять как можно больше хаоса, у них приказ убивать всех, кто окажется на пути.

Как мастер, вы сами решаете, когда персонажи встретят каждую из этих групп. Сцены лучше проводить по отдельности, но можно провести и две сцены подряд, не дав персонажам отдохнуть и подлечиться, — это будет отличный вызов для сильной группы.

Если хотите, чтобы сцены были простыми и прямолинейными, можете провести их в местах без странных эффектов и опасностей. Чтобы сделать сцену интереснее, можно провести бой во время сотрясения (см. врезку «Опасности Эльтуреля», стр. 55). Если же вы хотите облегчить персонажам бой, уберите часть врагов или дайте героям помощников из выживших.

Сейчас большинство выживших в соборе готовится принять последний бой в главных склепах (зона З16), так что в этой зоне не должно быть дьяволов, если только персонажи не прибыли одновременно с ними.

Отряд 1. Абишай и культисты

Этот отряд ведёт командующий штурмом собора: Виктууза, @UUID[Compendium.sc-creatures.sc-creatures.Actor.XGX1sfdGO1Ih2mJ4]{белый абишай} (параметры см. на стр. 230). Виктууза служит и Тиамат, и Зариэли, надеясь завоевать расположение обеих. Сейчас он ищет предводителей сопротивления в Эльтуреле. Он хочет лишь одного — лично доставить их головы Зариэли. Виктуузу сопровождают шесть принципиальных злых людей-@UUID[Compendium.sc-creatures.sc-creatures.Actor.sJ1rIsCGhq4wkexT]{культистов}, служащих Зариэли.

Отряд 2. Атака крабов

@UUID[Compendium.sc-creatures.sc-creatures.Actor.HMPwp3SODLpOHrn1]{Шипастый дьявол} по имени Дреб привёл в собор стаю из восьми @UUID[Compendium.sc-creatures.sc-creatures.Actor.uJmQXnU7sIHc19xE]{гигантских крабов}. Они выглядят и действуют как обычные гигантские крабы, но у них из панцирей торчат шипы, и от них разит серой. Цоканье крабьих лап по мраморным полам собора не позволяет этому отряду никого застичь врасплох.

Отряд 3. Дьявол и разбойники

@UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{Игольчатый дьявол} привёл в собор троих людей-разбойников (используйте параметры @UUID[Compendium.sc-creatures.sc-creatures.Actor.zEefqhhsdJakbKgh]{бандитского атамана}). Разбойники обезумели от падения в Авернус и присягнули на верность своему новому господину. Из-за помешательства они ревут и бормочут, идя по собору. Игольчатый дьявол рычит на них и телепатически требует собраться. Рассеянность и недисциплинированность этого отряда позволяет легко устроить на него засаду или незаметно подкрасться, при этом проверки Ловкости (Скрытность) получают преимущество.

Отряд 4. Адские охотники

Меррегон (параметры см. на стр. 239) командует парой облезлых @UUID[Compendium.sc-creatures.sc-creatures.Actor.fQNvKcnFcuV9EyhS]{адских гончих}. Дьявол велел им вынюхивать выживших, которые тут прячутся.

Собор Высокого Зала

Собор состоит из трёх уровней: собственно собор (зоны с З1 по 36), хоры (зоны с 37 по 39) и катакомбы (зоны с З10 по З17). Эти места отмечены на картах 2.2 (стр. 61), 2.3 (стр. 62) и 2.4 (стр. бз) соответственно.

Большинство описаний исходит из того, что вторжение дьяволов сюда ещё не добралось. В зависимости от сцен, перечисленных в разделе «Штурм собора», вы можете поменять текст, чтобы описать, что происходит в зоне и как она выглядит во время или после вторжения дьяволов.

З1. Зал героев

Когда персонажи войдут в эту зону, зачитайте следующее:

На вершине ступеней, ведущих в собор, широкая арка открывает вход в длинный зал с восемью колоннами. На некоторых из них вырезан Торм, но другие исказила дьявольская магия Авернуса, и они изображают крылатую дьяволицу с сияющим мечом.

Особенности собора

Собор Высокого Зала обладает следующими особенностями, если не указано иное.

Двери. Двери в соборе железные. Каждая дверь—объект крупного размера с КБ 19,27 ПЗ и невосприимчивостью куронуядом и психическому урону. Если дверь в соборе заперта, её можно взломать инструментами вора, успешно пройдя проверку Ловкости со СЛ 17, или выбить, успешно пройдя проверку Силы (Атлетика) со СЛ 20.

Декор. Прежде собор был украшен прекрасными картинами, статуями и прочими произведениями искусства, увековечивавшими силу и отвагу народа Эльтуреля. Но при перемещении на Авернус собор магически изменился. Теперь изображения воспевают силу и власть дьяволов, показывают, как смертные поддаются искушениям, гибнут от рук бестий и испытывают вечные муки. Когда на них смотрят, эти изображения пугающе движутся. Заклинание обнаружение магии покажет, что фрески, мозаики, картины и гобелены излучают ауры магии иллюзии. Эти эффекты прекратятся, если Эльтурель освободят от цепей Авернуса. Окна. Большинство стёкол в соборе разбилось при падении на Авернус, но окна закрыты защитными ставнями, которые заперты изнутри и открываются наружу на железных петлях. Чтобы открыть ставни снаружи, нужна успешная проверка Силы (Атлетика) со СЛ 17 или успешная проверка Ловкости со СЛ 15 с использованием инструментов вора. Каждая ставня — объект крупного размера с КБ 19,27 ПЗ и невосприимчивостью куронуядом и психическому урону.

Освещение. Зоны в соборе ярко освещены заклинанием вечный свет на настенных держателях. Размеры. Три уровня собора возвышаются друг над другом на 20 футов каждый. Помещения в соборе высотой 15 футов, дверные проёмы между ними высотой 8 футов.

Стены. Чтобы взобраться по внешним стенам собора без снаряжения, нужно успешно пройти проверку Силы (Атлетика) со СЛ 15.

Дьяволица на магически искажённых колоннах — это Зариэль.

Деревянные двери, ведущие в огромный вестибюль, разбиты напавшими дьяволами (см. «Штурм собора», стр. 59) и распахнуты настежь. В дверях лежат тела четырёх стражей, перебитых одним из дьявольских отрядов.

З2. Огромный вестибюль

В вестибюле есть две винтовые лестницы, ведущие наверх в зону З7 на хоры. Колонны тут украшены символами и сценами, изображающими Торма. Занавес, местами разорванный оружием и когтями, отделяет эту зону от центра собора.

З3. Центральный алтарь

Когда персонажи войдут в эту зону, зачитайте следующее:

В этом просторном зале на постаменте высится алтарь. Он сделан из прекрасной полированной тиковой древесины в форме рукавицы, сжатой в кулак. Возле алтаря торчит большой рычаг — видимо, тут есть какой-то механизм.

Рычаг можно потянуть, кулак разожмётся, и в ладонь можно положить пожертвования Торму или тела для ритуалов.

Активация алтаря. Несмотря на всё, что творится в городе, этот алтарь всё ещё освящён Тормом. Коснувшись алтаря и успешно пройдя проверку Харизмы (Религия) со СЛ 15, существо восстановит все свои ПЗ. Каждое существо может совершить такую проверку только однажды. Хотя сила алтаря действует на любое существо, он особо связан с теми, кто служит Торму. Жрецы и паладины Торма проходят проверку с преимуществом.

Потайная дверь. Любой персонаж, который обыщет алтарь, пока ладонь раскрыта, и успешно пройдёт проверку Мудрости (Внимание) со СЛ 15, найдёт большую потайную панель в ладони. Панель легко открыть, за ней обнаружится тайная лестница, ведущая в центр катакомб к западу от зоны З15.

З4. Отдельные часовни

Эти зоны можно отделить занавесом для проведения частных церемоний. В каждой из часовен лежат тела убитых стражников, а также мерзкие останки тварей Преисподней, погибших при первой атаке на собор. Перед колоннами в северном и южном концах зон стоят каменные алтари.

Выживший. Селтерн Обранч, друид и служитель Сильвануса, находился здесь во время нападения. Его сбили с ног в схватке, и он притворился мёртвым, чтобы обмануть напавших.

Если персонажи обыщут тела, они заметят, как Селтерн открывает глаза.

Если персонажи хорошо с ним обойдутся, Селтерн расскажет, как отряды дьяволов атаковали собор. Он понятия не имеет о нынешнем положении дел здесь, но может сказать персонажам, что в случае атаки все готовились отступить из собора к главным склепам (в зону З16).

Селтерн творил заклинание вкусные ягоды, чтобы поддержать здоровье соседей по собору. Но его связь с любимой природой слабеет день ото дня, и он опасается, что вскоре вовсе не сможет творить заклинания. На самом деле он вовсе не теряет магию (только уверенность в себе), что даёт персонажам возможность отыгрышем улучшить его настроение и укрепить веру.

35. Лестницы к кельям

Эти винтовые лестницы раньше вели к жилым кельям и кабинетам. Сейчас они завалены обломками, а крыло здания, где всё это находилось, уничтожено.

З6. Осквернённый алтарь Торма

Когда персонажи войдут в эту зону, зачитайте следующее:

В этой отдельной часовне находится осквернённый алтарь с явным запахом бестий. Прежде он был посвящён Торму, но теперь его осквернили кровью, ихором и обрывками плоти, скреплёнными кишками и жилами.

Эта часовня похожа на те, что в зонах З4. Дьяволы, разоряющие сейчас собор, осквернили святой алтарьТорма. Любое существо, которое активно не поклоняется Зариэли или не принесло ей присягу, начавшее свой ход в пределах 20 футов от осквернённого алтаря, получает уязвимость к любому урону и чувствует, что его кости стали ломкими, а кожа — сухой и потрескавшейся.

Алтарь можно очистить, а скверну удалить такими способами:

З7. Орган

Винтовые лестницы из зоны З2 ведут сюда. При первом появлении здесь персонажей зачитайте следующий текст:

На этом балконе расположен величественный орган с множеством труб. Его белые клавиши словно светятся, а чёрные клавиши будто поглощают весь свет.

Балкон выходит на зону З3. Любой персонаж, кто сядет за орган, ощутит, что тот зачарован мощной магией, а заклинание обнаружение магии покажет ауру магии очарования вокруг него.

Сыграв на органе и успешно пройдя проверку Харизмы (Исполнение) со СЛ 15, персонаж может исполнить воодушевляющую композицию, которая разнесётся по всему собору. Эта музыка даёт бонусную кость d8 каждому другому персонажу игрока, который её слышал. Персонаж может получить такую пользу лишь однажды, и эту d8 можно добавить к одному любому броску атаки, проверке характеристики или испытанию, совершаемому персонажем в ближайшие 24 часа.

Если персонаж провалит проверку Харизмы (Исполнение) на 5 или более, орган издаст адский рёв и визг. Услышав эту какофонию, все дьяволы, с которыми персонажи столкнутся в следующем бою в соборе, воодушевятся и получат преимущество к броскам атаки в свой первый ход.

З8. Сторожевые башенки

Две сторожевые башенки украшают переднюю часть этой области и выходят на двор. Через бойницы в стенах обеих башен видно землю внизу, но они слишком узки, чтобы через них протиснулись даже небольшие существа.

В северной башне находится перепуганный человек @UUID[Compendium.sc-creatures.sc-creatures.Actor.W9jsgQ1FlZv6SWCA]{стражник }по имени Тревик Танторм. Остальные стражники спустились отсюда вниз в начале вторжения и быстро погибли. Тревик запаниковал и остался здесь. Теперь он сидит, свернувшись клубком, и шёпотом убеждает себя, что всё будет хорошо.

При успешной проверке Харизмы (Убеждение) со СЛ 10 Тревику можно вернуть отвагу, то же сделает заклинание спокойствие или аналогичный эффект. Если персонажи ему позволят, Тревик вызовется сопровождать их в охоте на дьяволов. Однако едва он получит первый урон, он снова свернётся клубком и потребуется очередная проверка в качестве действия, чтобы вернуть его в бой.

З9. Балкон

Двери, ведущие на этот балкон, заперты с внутренней стороны. Балкон находится в 30 футах над внешним двором.

З10. Глубокие гробницы

В этих зонах нашли свой последний покой прославленные священники, воины и прочие верные слуги Эльтуреля. За каждую из таких зон, посещённую персонажами, бросьте по d6. Если выпало 1, персонажи находят [[/r 1d4]] перепуганных простолюдина, спрятавшихся тут (если дьяволы ещё не нашли их), или несколько растерзанных тел (если нашли). Как мастер, вы сами решаете судьбу этих простолюдинов. Если персонажи не торопятся, потому что игроки не оценили всей тяжести угрозы для выживших в соборе, им стоит наткнуться на трупы — это подчеркнёт угрозу. Дать игрокам понять, что этих смертей можно было избежать, если бы они действовали быстрей, — отличный способ заставить персонажей поспешить.

З11. Морг

Тут хранятся тела, ожидающие захоронения в других частях собора или на кладбище Эльтуреля. Сейчас тут только трупы тех, кто погиб при перемещении города на Авернус.

З12. Храм первосвященников

Этот просторный храм использовался для закрытых церемоний с участием самых могущественных и уважаемых лиц Эльтуреля. В каждой из полукруглых ниш тут вертикально стоит изысканный саркофаг с телом бывшего первосвященника Торма. Саркофаг может открыть персонаж, умелый в обращении с инструментами вора, успешно пройдя проверку Ловкости со СЛ 20. В одиннадцати саркофагах только полуразложившиеся тела. В двенадцатом — @UUID[Compendium.sc-creatures.sc-creatures.Actor.oaGKK6TGF4wpgOXu]{мумия}, которая атакует, едва её гроб откроют.

Сокровища. В большинстве саркофагов лежат лишь личные вещи, но в саркофаге с мумией также есть наручи защиты и самоцвет элементаля (жёлтый бриллиант). Мумия не использует эти предметы в бою.

З13. Зал учёных

В этом склепе покоятся кости тех, кто служил Торму и Эльтурелю своими знаниями, а не магией или боевым мастерством: учителя, инженеры, мудрецы и прочие служащие. На каждой из простых каменных полок в одиннадцати нишах помещается один набор останков.

Сокровища. Плутовка, работавшая в соборе, прятала в этом склепе ворованное. За костями на одной полке — девять красных аметистов (по 50 зм каждый) и зелье улучшенного исцеления.

З14 Палата Совета Торма

В центре этого помещения стоит большой овальный стол из изысканного красного дуба, окружённый сорока удобными сиденьями. Палата предназначалась для совещания лиц, избранных советниками первосвященников.

З15. Неизвестная героиня

Когда персонажи войдут в эту зону, зачитайте следующее:

В конце широкой лестницы в центре этого этажа находится небольшая отдельная гробница. На смертном одре лежит тело девушки, рядом с ней - сверкающий двуручный меч.

За много лет до того, как в небесах появился Спутник, горожанам Эльтуреля не давал покоя молодой красный дракон. Он пожирал скот, жёг посевы и требовал дани. Но однажды к дракону явилась оборванная девушка без брони, вооружённая двуручным мечом, и зарубила тварь могучими ударами. Потрясённый дракон пал, не успев улететь. В изумлении и восторге народ бросился к героине, чтобы отблагодарить и вознаградить её за отвагу. Но едва они приблизились, девушка упала замертво. Незнакомку положили покоиться на особом месте в соборе, и её тело осталось нетленным. Её немагический двуручный меч положили рядом. По слухам, незнакомка была воплощением Торма, а может, сущность Торма наполнила её и вдохновила на подвиг.

Любого дьявола, который ступит на лестницу или в нишу, ведущую в эту зону, охватит невыносимая боль, дающая помеху к броскам атак, пока он находится в этой зоне.

З16. Главные склепы

Когда персонажи войдут в эту зону, зачитайте следующее:

В этом просторном склепе более сотни перепуганных горожан. Они прячутся за саркофагами и в нишах, глаза у них покраснели, на щеках—слёзы. За большой купелью стоит измождённая женщина, её седые волосы блестят от пота. Одной рукой она прижимает к груди книгу в кожаной обложке. В другой руке у неё церемониальная булава, которая, похоже, сломается, если ей стукнуть что-то прочнее подушки.

В склепах покоятся останки многочисленных последователей и служителей Торма, погребённые за последнее столетие. Сейчас тут прячется более сотни перепуганных горожан, выживших при нападении на Высокий Зал, ожидая своей участи. Между ними и смертью стоит лишь @UUID[Compendium.sc-creatures.sc-creatures.Actor.WjcBhFJOQtPhRZV3]{послушник }Феррия Джинкс. Все священники собора погибли, и никого выше неё в иерархии не осталось. Она старается успокоить народ и заставить его сидеть тихо. Феррия — простой учёный и специалист по вселению демонов и экзорцизму, а служительницей Торма стала лишь недавно.

Том Нерушимой Присяги. Так называется книга в руке Феррии. На первой странице написана присяга, которую все жители Эльтургарда приносят, едва научатся читать, — клятва защищать Эльтурель душой и телом. Остальные страницы заполнены подписями, которые будто начертаны одной и той же рукой. Когда житель Эльтургарда кладёт руку на книгу и произносит клятву, его имя магически появляется в книге в виде подписи. Новые страницы магически появляются в книге, когда нужно вместить новые подписи.

Феррия взяла Том Нерушимой Присяги из собора, чтобы сохранить. Эта книга — просто список всех, кто принёс Нерушимую Присягу. Её уничтожение не разорвёт сделку, которая связывает души народа Эльтуреля с Авернусом.

Купели святой воды. Две обширные купели содержат воду, благословлённую священниками. Её хватит, чтобы наполнить пятьдесят склянок святой воды.

При успешной проверке Интеллекта (Расследование) со СЛ 15 персонаж заметит необычные детали в каменной кладке вокруг одной из купелей — там скрыт потайной тоннель (зона З17).

Развитие событий. Феррия скажет персонажам, что верховный герцог Рейвенгард увёл отряд стражников на городское кладбище, чтобы расследовать появление там нежити. Кроме того, Рейвенгард надеялся найти на кладбище святую реликвию — Шлем Видения Торма, которая, возможно, прольёт свет на причины отчаянного положения Эльтуреля и пути его спасения.

Феррия и остальные ожидали, что Рейвенгард вернётся несколько часов назад. Теперь Феррия волнуется, не постигла ли герцога ужасная судьба. Если персонажи тоже выглядят потрёпанными после всех испытаний, Феррия предложит им как следует отдохнуть, а затем скорее отправляться на кладбище в поисках Рейвенгарда и его свиты.

З17. Тоннель для побега

В этот тоннель можно попасть из-под одной из купелей со святой водой в зоне З16. Раньше он вёл из катакомб под собором прочь из Высокого Зала. Сейчас тоннель кончается дырой в парящем острове, на котором стоит Эльтурель, в пятиста футах над рекой Стикс.

(ур.6) Великое кладбище

Искатели приключений ищут верховного герцога Врат Балдура Ульдера Рейвенгарда, сражаясь с нежитью и бестиями.


Прежде чем персонажи отправятся искать герцога Рейвенгарда на кладбище Эльтуреля, они должны получить 6-й уровень.

Когда персонажи подойдут к кладбищу, зачитайте следующий текст, чтобы описать его состояние:

Кладбище Эльтуреля раньше окружала латунная ограда высотой 10 футов, но теперь она во многих местах обвалилась, а широкие входные ворота сорваны с петель. На острые навершия ограды насажены части тел гуманоидов. Некоторые обрубки шевелятся и дёргаются, словно нежить, двигаясь в унисон с молниями Спутника.

По всему кладбищу валяются расколотые надгробия и развалившиеся памятники. В центре кладбища стоит церковь, посвящённая Латандеру, Торму, Хельму и Тиру. Это некогда священное строение теперь излучает мерзкое сиреневое свечение.

Великое кладбище Эльтуреля некогда было прекрасным мемориалом тем, кто ушёл в лучшие миры. Красивые клумбы и газоны обрамляли могилы, статуи и мавзолеи, отдававшие дань памяти покойным.

Когда Эльтурель затянуло на Авернус, цветы на кладбище увяли, а каменные памятники треснули. Затем Гидеон Лайтвард, священник, служащий Зариэли, с помощью тёмной энергии Спутника поднял местных мертвецов и сделал их своими слугами. Тем временем воздействие магии в костнице под кладбищенской церковью открыло демонам доступ к непостоянному порталу, ведущему в город. Пока что через него прорвалось лишь несколько демонов, но если портал не закрыть, скоро явится больше.

Верховный герцог Рейвенгард, как и многие другие, знает о реликвии Торма, хранящейся под церковью. Шлем Видения Торма, по слухам, позволяет достойной душе напрямую общаться с этим благородным богом. Герцог и его свита явились на кладбище, чтобы разобраться с нашествием нежити и найти реликвию, но здесь их атаковали и демоны, и дьяволы. Когда персонажи найдут Рейвенгарда, он будет бороться не на жизнь, а на смерть с демонической силой в зале вознесения (зона К12).

Гидеон Лайтвард

В прошлом этот священник Латандера верно служил Эльтурелю и своему богу. Зариэль решила, что его фанатизм может пригодиться, и за несколько месяцев до падения Эльтуреля послала дьяволов совратить его. Дьяволы прикинулись ангелами и посулили Гидеону могущество, если он посвятит себя борьбе с вечной угрозой демонов.

Постепенно Гидеон поддался дьяволам и потерял рассудок и волю. Зариэль отравила его душу и полностью обратила его на свою службу в последние месяцы перед падением Эльтуреля. Он погиб при разрушениях, когда город затянуло на Авернус, но восстал из мёртвых как нежить. Даже в качестве нежити Гидеон остаётся вернейшим слугой своей госпожи в Эльтуреле. Он считает благородным её дело — борьбу с демонами, несущими хаос и погибель всему сущему. Но его разум помрачён ненавистью ко всем, кто отказывается ему повиноваться.

Поскольку Гидеон помешан на уничтожении демонов, персонажи могут заключить с ним временный союз, чтобы обезвредить демонический портал. Увы, если только персонажи не сумеют совсем уж заморочить ему голову, неживой священник не отпустит их с кладбища без боя.

Портал демонов

Много лет назад мудрая и смиренная послушница Торма Опаллита Набожная пожелала поговорить со своим богом напрямую. За десятилетия бесконечных молитв в склепах под церковью она создала прямую связь между костницей и небесной сущностью Торма. Её молитвы сделали келью, где она молилась, восприимчивой к психическим связям между смертными и высшими силами.

Когда Эльтурель затянуло на Авернус, связь между кельей и Тормом исказилась. Это искажение почуял демонический владыка Бафомет. Ухватившись за эту связь, Бафомет сделал её ключевой точкой, через которую медленно и методично посылал демонов в город. До сих пор демонический владыка и его приспешники трудятся, расширяя и усиливая связь, и надеются в итоге провести целую армию демонов на Авернус через Эльтурель.

Исследование кладбища

В этом разделе описаны места на городском кладбище, как в церкви, так и вокруг неё (зоны с К1 по К6), а также подземная костница под церковью (зоны с К7 по К12). Эти места отмечены на картах 2.5 (стр. 67) и 2.6 (стр. 69).

Некоторые могилы разрыты, от них в земле остались ямы 6 футов глубиной, 2 фута шириной и 7 футов длиной. Несколько каменных мавзолеев опустело, их двери распахнуты. Внутри мавзолеев тусклый свет, пока двери открыты, и темнота, если двери закрыть.

Обследуя кладбище, персонажи наткнутся на десятки @UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{скелетов }и @UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{зомби}. Эта нежить бесцельно бродит по кладбищу и не представляет опасности для персонажей на пути в церковь. Однако если персонажи не справятся с Гидеоном до того, как покинут Эльтурель, священник за это время соберёт из нежити армию и станет серьёзной угрозой городу.

Приближение к церкви

Когда персонажи подойдут к церкви, их встретят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.3hHdfVP7huUNhOLg]{скелета минотавров} — убитые слуги Бафомета, которых Гидеон лишил плоти и оживил с помощью силы Спутника. Эти скелеты атакуют любых незваных гостей на территории кладбища.

Когда персонажи разделаются со скелетами минотавров и впервые заглянут в церковь, зачитайте следующий текст, чтобы начать сцену:

Падение города на Авернус отразилось на этой некогда прекрасной церкви. Почти все витражи во внешних стенах разбиты, а входные двери распахнуты. В здании и вокруг него не заметно ни следа других существ.

Персонажи легко могут проникнуть в церковь через разбитое окно, войти через главный вход в зоне К1 или через незапертый чёрный ход в зону К3.

К1. Галерея отважных

Когда персонажи подойдут к этой зоне, зачитайте следующее:

Колонны, вырезанные в виде героев Эльтуреля, украшают эту белую мраморную террасу, ведущую к церкви. Двери из чёрного дерева распахнуты, а стёкла витражных окон террасы разбиты и осколки валяются повсюду.

Успешно пройдя проверку Интеллекта (История) со СЛ 10, персонаж сможет вспомнить имя одного из героев, изображённых на колоннах, — и по дополнительному имени за каждое очко, на которое результат превысил 10. Этих героев звали Агнитар, Зокель Торма, Бертра Зоумс, Йевина Дрюэн, Ка’зар, Зивик Лурен, Допп Хуссер, Вренк Кровавый, Лавейл де Нью и Ванлансер Иглталон.

Осмотрев колонны и успешно пройдя проверку Интеллекта (Магия или Религия) со СЛ 10, персонаж поймёт, что колонна наполняется лучистой энергией, если имя соответствующего героя произнести вслух в качестве действия. Любая нежить, которая переместится в пределы 5 футов от активированной колонны впервые за ход или начнёт там свой ход, получит 5 ([[/r 1d10]]) лучистого урона.

Все колонны полые, внутри каждой находится нежить: в общей сложности четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.qXR2RDoTIHgdibdD]{тени }и четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.k2al7cR9QveYFfWb]{призрака}. Семь из них выйдет из колонн и атакует любого персонажа, который рискнёт войти в церковь. Призрак, ближайший к жилищу священника (зоне К5), вместо этого попытается переместиться туда и предупредить Гидеона о незваных гостях. Получив предупреждение, Гидеон немедленно переместится в зону К4 и подготовится оборонять церковь, а призрак вернётся и вступит в бой.

К2. Капелла света

Когда персонажи войдут в эту зону, зачитайте следующее:

Когда-то главный зал был прекрасен, но сейчас он завален сломанной мебелью. Все витражи на окнах разбиты, лишь один остался почти цел, полностью упав на пол. На нём изображено, как богТорм надевает золотой шлем на голову мужчины, ставшего перед ним на колено.

Из тени выходят четыре скелета минотавров, сжимая окровавленные двуручные топоры.

Отряд минотавров Бафомета пытался захватить церковь, но Гидеон с прислужниками их перебили. Затем Гидеон превратил останки в четыре @UUID[Compendium.sc-creatures.sc-creatures.Actor.3hHdfVP7huUNhOLg]{скелета минотавров}, которые атакуют, едва любой персонаж войдёт в эту зону. Скелеты минотавров пытаются совершить атаку с разбега и вытолкнуть героев сквозь разбитые окна. Существо, вытолкнутое через разбитое окно, получает дополнительно 7 (2d6) режущего урона.

Витраж. Окно, лежащее на полу, потрескалось, на нём остались следы ног, но в целом изображение на нём вполне узнаваемо. Успешно пройдя проверку Интеллекта (История или Религия) со СЛ 10, персонаж поймёт, что в сцене на витраже Торм дарует Шлем Видения Торма Ланнишу Фогелю, прославленному герою из истории Эльтуреля и верному паладину Торма. Шлем, изображённый на витраже, — та самая реликвия, за которой герцог Рейвенгард явился в церковь.

К3. Капелла траура

Когда персонажи войдут в эту зону, зачитайте следующее: Обломки изысканной мебели и осколки витражей разбросаны по всему помещению. Часть одного большого витража уцелела, и можно понять, что на нём изображено. Витраж некогда изображал, как Латандер стоитсреди павших солдат, подняв руки, а духи погибших встают рядом с ним. В этой части церкви проводили похоронные обрядыдля выдающихся политических и военных деятелей Эльтуреля.

Если существо встанет на колени перед разбитым витражом, помолится Латандеру, а затем успешно пройдёт проверку Харизмы (Религия) со СЛ 10, показывающую искренность и силу молитвы, перед молящимся появится сияющее оружие. Верные последователи Латандера автоматически успешно проходят проверку.

Сокровища. Появившееся оружие — это +2 оружие. Предмет принимает форму любого оружия, которое персонаж носит или использует в это время и которое наиболее полезно ему в бою. Персонажи могут получить только одно оружие подобным образом.

К4. Ризница

Когда персонажи войдут в эту зону, зачитайте следующее:

Три арки, занавешенные портьерами, соединяют это помещение с другими частями церкви. Судя по разломанным платяным шкафам и столикам и множеству разбитых зеркал, тут священники раньше переодевались для ежедневной службы. Винтовая лестница ведёт вниз, её охраняютдва насекомоподобных существа, вооружённые жуткими трезубцами.

Лестница ведёт вниз в бальзамировочную (зона К7) на уровне костницы. Спуск охраняют два меззолота. Гидеон Лайтвард (параметры см. на стр. 65) тоже здесь, если кто-нибудь из его слуг-нежити предупредил его о появлении персонажей. Если нет, персонажи встретят Гидеона в зоне К5.

Едва персонажи приготовятся к схватке с бестиями, снизу раздастся шум и по ступеням поднимутся шесть существ: похожий на бестию @UUID[Compendium.sc-creatures.sc-creatures.Actor.ee65LQi4D1Or5mw9]{гигантский скорпион}, а за ним пятеро @UUID[Compendium.sc-creatures.sc-creatures.Actor.nz5t9mKXzIdoAoBE]{дретчей}. Увидев их, меззолоты (и Гидеон, если он тут) проигнорируют персонажей и сосредоточат атаки на скорпионе и демонах. Если Гидеон здесь и персонажи не начнут атаковать его после первой пары раундов, они получат преимущество к проверкам для переговоров с ним после боя. В противном случае у них помеха к этим проверкам.

Переговоры. Если Гидеон тут, он опустит оружие после того, как всех демонов перебьют. Если в начале боя его тут нет, он придёт из своего жилища во время боя или когда демонов победят. Он заговорит с персонажами и поблагодарит их за помощь в борьбе с демоническими ордами. Гидеон даст понять, что его волнует только защита Эльтуреля от демонов — любой ценой.

Если персонажи спросят насчёт Рейвенгарда, Гидеон ответит, что ранее отряд вооружённых людей отправился на уровень костницы. Поскольку то были не демоны, он их пропустил, но теперь из этой зоны лезут демоны, и разгневанный Гидеон считает, что люди оказались их сообщниками.

Персонажи могут завоевать доверие Гидеона, успешно пройдя проверку Харизмы (Обман или Убеждение) со СЛ 12. Если они убедят его, что их единственная цель — убить демонов, Гидеон впустит их в склеп и даже выделит одного меззолота им на помощь, если хоть одна из этих тварей уцелела. Сам Гидеон с персонажами не пойдёт, а останется защищать церковь от демонов.

К5. Жилище Гидеона

Это небольшое здание было жилищем Гидеона, когда тот надзирал за церковью и состоянием кладбища. Когда персонажи войдут в эту зону, зачитайте следующее:

В этом простом здании есть кровать, письменный стол, комод, обеденный стол и стулья. Большая часть мебели сломана, по всей комнате хаотично валяются украшения и прочие вещи, в том числе символы религии Латандера, Торма. Хельма и Тира. Толстая книга, похоже, уцелела при крушении. Она лежит открытая на покосившемся столе.

Если персонажи встретят Гидеона здесь, сведения о том, как его отыгрывать, смотрите в зоне К4.

Завет Гидеона. Эту книгу Гидеон писал в последние месяцы перед падением Эльтуреля. В ней он рассуждает о злодеяниях демонов, требует от читателя бдительно следить за их вторжениями и заявляет, что демоническую угрозу нужно победить любой ценой. Дьяволов, которые стоически сражаются против демонических орд, он прославляет, а Хельма, Торма, Тира, Латандера и их слуг-ангелов осуждает за бездействие. Гидеон всячески восхваляет труды Зариэли по борьбе с демонами. Любой персонаж, почитавший книгу ю минут и успешно прошедший проверку Интеллекта (Расследование) со СЛ 10, поймёт, что текст писал безумец.

Любой персонаж, который продолжит читать книгу дольше, чем нужно для общего понимания, должен пройти испытание Мудрости со СЛ 15. При провале персонаж будет проклят, обретя фанатичную ненависть к демонам. Существо, проклятое таким образом, получает 5 ([[/r 1d10]]) психического урона, когда видит демона в пределах 60 футов от себя и заканчивает ход, не попытавшись атаковать демона. Проклятие можно снять заклинанием снятие проклятия или подобной магией. В конце каждого долгого отдыха проклятое существо может пройти испытание Мудрости со СЛ 15, при успехе эффект для него прекращается.

К6. Яма нежити

Когда персонажи войдут в эту зону, зачитайте следующее:

Дорогу вокруг церкви прерывает глубокая дыра в земле, из которой сочится зловонный сиреневый туман. Дымка над дырой не позволяет оценить, какой она глубины и что у неё на дне.

В этой яме глубиной 30 футов Гидеон создаёт себе слуг-нежить. Этот кратер образовал осколок того же метеорита, что поразил Высокий Зал.

Туман некромантии. Его создаёт энергия некромантии, которую излучает искажённый Спутник. Изучив туман и успешно пройдя проверку Интеллекта (Расследование) со СЛ 10, персонаж поймёт, что туман пульсирует в унисон с молниями, пробегающими по искажённому Спутнику.

Любое существо, которое войдёт в туман впервые в свой ход или начнёт в нём свой ход, получит 5 ([[/r 1d10]]) некротического урона. Чтобы лазить по стенкам ямы без снаряжения, требуется успешная проверка Силы (Атлетика) со СЛ 10.

Всякий раз, когда Гидеон велит приспешникам бросить в яму труп, через час оттуда вылезает нежить. Новая нежить разбредается по кладбищу и терпеливо ждёт приказов Гидеона.

Пока персонажи исследуют яму, из неё появляется одно существо-нежить. Если они покинут зону, а затем вернутся, пока Гидеон ещё поблизости, может появиться дополнительная нежить. Используйте таблицу «Создание нежити», определяя, какое существо появляется

Создание нежити
d20Нежить
1-4@UUID[Compendium.sc-creatures.sc-creatures.Actor.alpI0nn8jIOOrdvi]{Скелет}
5-7@UUID[Compendium.sc-creatures.sc-creatures.Actor.erMIdTeaeAt2yUzx]{Зомби}
8-10@UUID[Compendium.sc-creatures.sc-creatures.Actor.qXR2RDoTIHgdibdD]{Тень}
11-12@UUID[Compendium.sc-creatures.sc-creatures.Actor.k2al7cR9QveYFfWb]{Призрак}
13-15@UUID[Compendium.sc-creatures.sc-creatures.Actor.fD9R6Ig4oKVgFpgx]{Упырь}
16-17@UUID[Compendium.sc-creatures.sc-creatures.Actor.eRgttPVkVIbeXxD8]{Вурдалак}
18-19@UUID[Compendium.sc-creatures.sc-creatures.Actor.7uQAyRDElNqJGFg1]{Умертвие}
20@UUID[Compendium.sc-creatures.sc-creatures.Actor.da9vZFHrIJ0O2r98]{Дух}

К7. Бальзамировочная

Винтовая лестница из зоны К4 ведёт вниз к незапертой двери в бальзамировочную. Когда персонажи войдут в эту зону, зачитайте следующее:

Судя по всему, здесь священники и послушники готовили тела к погребению. Сейчас бальзамировочная разграблена, на полу валяются ножи, пилы и трубки. Всюду разлиты лужицы кислоты и бальзамировочной жидкости и рассыпаны осколки разбитых банок и склянок.

Двойные двери ведут на север к лестницам вниз, в зоны К8, К9 и К11.

Следы. Успешно пройдя проверку Мудрости (Выживание) со СЛ 15, персонаж заметит следы множества демонов на усеявших пол осколках. Здесь же заметны следы и одной группы людей в сапогах, ведущие вниз по лестнице. Следы этих сапог, наступивших в бальзамировочную жидкость, ведут до самой зоны К1і, а потом обратно к зоне К12.

К8. Костница верных

Тех, кому был не по карману участок на кладбище на поверхности, достойно хоронят в этой зоне и в зоне К9. Когда персонажи войдут в эту зону, зачитайте следующее:

Вдоль стен этого помещения тянутся полки, на которых лежат пыльные кости гуманоидов. На некоторых полках с гордостью выставлены реликвии и символы религии Латандера, Торма, Хельма и Тира.

Кости, отмеченные этими символами религии, — это останки прославленных священников и послушников, работавших в церкви и завещавших похоронить их вместе с беднотой, которой они служили.

Раньше символы религии в этой области передавали благословение богов, но следы этой магии исказились при падении Эльтуреля на Авернус, а также из-за близости демонического портала в зоне К12. Если коснуться любого из символов или если любое существо, кроме бестий и нежити, задержится в этой зоне дольше чем на 1 минуту, все эти символы испустят импульс некротической энергии. Каждое существо в зоне должно будет пройти испытание Выносливости со СЛ 15, получая 18 ([[/r 4d8]]) некротического урона при провале или половину этого урона при успехе. Эта опасность перезаряжается через 1 час, если активен портал в зоне К12.

К9. Главная костница

Когда персонажи войдут в эту зону, зачитайте следующее:

Вдоль каменных стен этого просторного зала тянутся погребальные полки над шестью пустыми постаментами. Пыльные кости гуманоидов разложены от пола до потолка.

Квазит по имени Офурх, упорный слуга Бафомета, был первым демоном, проникшим через портал в зоне K12 в качестве разведчика. Он остался в этой зоне, чтобы передавать приказы прочим демонам, когда те прибывают через портал и готовятся к вторжению в Эльтурель.

Офурх останется невидимым и не издаст ни звука, когда персонажи пройдут через эту зону. Если он сможет оставаться незамеченным, то последует за персонажами, дожидаясь момента, чтобы использовать свою способность Устрашение и прогнать их с этого уровня. Если это не удастся, он снова станет невидимым и подождёт с атаками до прибытия минотавров, которые выйдут из портала, когда персонажи доберутся до зоны К12.

Квазит эгоистичен. Если его схватят, он выдаст сведения о портале и о планах своих демонических хозяев (см. «Портал демонов», стр. 65), если допрашивающий успешно пойдёт проверку Харизмы (Запугивание) со СЛ 10.

К10. Комната для медитации

Когда персонажи войдут в эту зону, зачитайте следующее:

В этой палате стоят диваны и низкие табуреты из бурого дуба. Над пустым постаментом стена покрыта мозаикой из раскрашенных осколков костей, сложенных в сцены похорон, вознесения душ и небесных миров. Надпись у подножия мозаики гласит: «Размышляй о жизни. Смерть не так далека».

Любой персонаж, умелый в навыке Религия, поймёт, что в этой зоне священники, имевшие дело с мёртвыми, медитировали, чтобы выдержать мрачные тяготы своей работы.

К11. Зал чести

В этом зале некогда хранился Шлем Видения Торма, но его тут больше нет. Когда персонажи войдут в эту зону, зачитайте следующий текст: В этом заваленном обломками зале на постаментах стоят пять мраморных статуй. Четыре статуи неузнаваемы — их черты изуродовали камни, рухнувшие с потолка. Пятая — прекрасная статуя мужчины, преклонившего колено. Узнаваемая статуя изображает Ланниша Фогеля, которого можно было увидеть на витраже в зоне Кг. Любой персонаж, видевший витраж, поймёт, что статуя изображает того же мужчину. Если никто не узнал Ланниша Фогеля в зоне Кг, то, успешно пройдя проверку Интеллекта (История или Религия) со СЛ 10, персонажузнает его в статуе. Если обследовать статую, заметно, что она создана так, будто на ней должен быть снимающийся шлем, но его на голове нет. Следы. Успешно пройдя проверку Мудрости (Выживание) со СЛ 15, персонаж заметит следы демонов, прошедших здесь, а также следы людей в сапогах, ведущие в зону К12.

К12. Зал вознесения

Когда персонажи войдут в эту зону, зачитайте следующее:

Это помещение заполняет неглубокий бассейн для медитаций, окружающий широкую площадку с низким железным ограждением. Дивные фрески настенах изображают, как Латандер, Торм, Хельм и Тир благословляют души смертных. На одной стене фреска исказилась и изображает демонические силуэты вокруг мерцающего портала.

В бассейне плавают изуродованные тела людей в мундирах солдат Врат Балдура и Эльтуреля. В мутной воде бассейна скользят тени и плавают островки чёрного ихора, оставшегося от убитых здесь демонов. Среди тел свернулся клубком мужчина в броне со щитом на спине. Он корчится от боли. Его глаза закрыты, а руки сжимают золотой шлем на голове, будто тщетно пытаясь сорвать его. Его губы бормочут неразборчивые слова—то возвышенно и торжественно, то яростно шипя.

В этом зале самые верные последователи Торма обращались к своему богу в поисках ответа и покоя. Глубина воды в бассейне всего 1 фут. Благостный магический эффект в бассейне заставляет воду медленно течь по часовой стрелке. Хотя вода искажена демонической магией, она не опасна для персонажей, ходящих в ней, и не считается пересечённой местностью.

На восточной стене зала бурлит поле демонической энергии — здесь портал, который Бафомет создал, исказив связь с Тормом и соединив Бездну с Авернусом через Эльтурель.

Ульдер Рейвенгард (параметры см. во врезке) нашёл Шлем Видения Торма в зоне К11 и надел его. Шлем — немагический предмет, через который Торм может посылать видения. Рейвенгард начал было устанавливать связь с Тормом, но ему и его товарищам пришлось сражаться с демонами, посланными Бафометом через портал. Рейвенгард подвергся психической атаке, которая связала его разум с Бафометом. Теперь шлем нельзя снять, а герцог застрял в битве разумов с демоническим владыкой. Рейвенгард остаётся в шоке, пока шлем не снимут. А шлем невозможно снять, пока он жив, — по крайней мере сейчас.

Пока персонажи наблюдают за терзаниями Рейвенгарда, из портала выходят три @UUID[Compendium.sc-creatures.sc-creatures.Actor.wGjswGilSosJL48e]{минотавра }с бешеными глазами. Они бросаются в бой с персонажами, но не трогают Рейвенгарда, ибо чуют внутри него демоническую сущность.

Любой персонаж, знающий небесный или демонический язык, поймёт часть слов, которые бормочет Рейвенгард. Он переходит с одного языка на другой, когда в нём говорят то Торм, то Бафомет. Успешная проверка Интеллекта (Магия или Религия) со СЛ 15 позволит понять, что в рассудке Рейвенгарда кипит психическая борьба между божественной силой и ужасной демонической сущностью. Сила портала теперь связана со шлемом и Рейвенгардом. Та же проверка подскажет, что простые заклинания не могут порвать эту связь, но более сложный ритуал может освободить Рейвенгарда и закрыть портал, позволив силе Торма снова освятить это место. Персонажи, поговорившие с Феррией в соборе, вспомнят, что она знаток подобных вещей и наверняка сможет помочь.

Сокровища. Обыскав тела павших стражей, можно найти три отсыревших, но ещё пригодных для использования свитка заклинаний (массовое исцеляющее слово, полиглот и снятие проклятия).

Помимо Шлема Видения Торма, Рейвенгард носит окровавленный латный доспех, украшенный гербом Пламенного Кулака. Его щит, также украшенный этим гербом, висит у него на спине. В ножнах на боку верховного герцога — его +1 длинный меч.

Уход из церкви

Победив минотавров, персонажи могут отнести Рейвенгарда обратно в Высокий Зал. Если Гидеон не уничтожен, он может остановить персонажей при выходе из церкви или с кладбища. Сведения о том, как отыгрывать Гидеона, см. в зоне К4.

Услышав, как Рейвенгард бормочет на демоническом, Гидеон решит, что Рейвенгард — демон или их союзник, и его нужно убедить в обратном. Хорошего объяснения (например, что Рейвенгард великий охотник на демонов или что он захватил демона, которого персонажи планируют убить, и тому подобного) в сочетании с успешной проверкой Харизмы (Обман или Убеждение) со СЛ 15 хватит, чтобы Гидеон их пропустил.

(ур.6) Побег из-под осады

Вернув Ульдера Рейвенгарда в Высокий Зал и исцелив его, искатели приключений планируют покинуть Эльтурель и найти ключ к спасению города, Меч Зариэли.


Когда персонажи вернутся в собор Высокого Зала вместе с верховным герцогом Рейвенгардом, они могут посоветоваться с Феррией и придумать, как снять Шлем Видения Торма, не убив Рейвенгарда. Для этого требуется ритуал, провести который персонажи могут помочь. Если ритуал будет успешен, Рейвенгард выйдет из состояния шока и вспомнит свои видения, подсказывающие, как вернуть Эльтурель на Фейрун. Эти видения также пробудят часть воспоминаний Лулу. Она увидит, что нужно делать дальше, но для этого персонажи должны покинуть город и ступить на зловещую землю Авернуса.

Покидая Эльтурель, персонажи должны найти способ не попасть ни в реку Стикс, ни в лапыдьяволов и демонов, сражающихся под городом. Лишь после этого персонажи могут отправиться в форт Костяшек, где начнётся следующая часть приключения (описанная в главе 3).

Возвращение в собор

Персонажи могут вернуться в относительно безопасный Высокий Зал. Если они ранее помогли победить дьяволов, штурмовавших собор, путь обратно пройдёт без происшествий. Как вариант, чтобы добавить напряжения, можете совершить бросок, чтобы понять, произойдёт ли случайная сцена в западной части города (см. «Другие сцены в Эльтуреле», стр. 54). Персонажам придётся защищать герцога Рейвенгарда, и одна или две такие сцены могут стать незабываемыми.

Ритуал возвращения

Когда персонажи вернутся в Высокий Зал с Ульдером Рейвенгардом, их встретят Феррия Джинкс и друид Селтерн Обранч, которые помогут доставить герцога в безопасное место. Если персонажи не смогли спасти людей в соборе, им придётся самим искать безопасное место для отдыха или продолжать поход без помощи. Они могут поискать безопасные места в другой части города или найти выживших с нужными навыками или сведениями, готовых помочь им. К Лулу тоже могут вернуться воспоминания, подсказывающие, куда идти дальше.

Если персонажи не поняли, почему Рейвенгард впал в состояние шока, Феррия может подсказать им. При помощи послушницы персонажи (особенно те, кто умел в навыках Магия и Религия) должны решить, что делать дальше. Демоническая сущность переплелась с волей Торма из-за шлема, и изгнать её можно только с помощью подходящего ритуала.

Подготовка к ритуалу

Феррия опишет, что нужно для ритуала:

Исполнение молитвы

Феррия признаётся персонажам, что раньше не исполняла такой ритуал и что они должны быть готовы помочь ей — или отражать атаки злодеев, которые попытаются прервать ритуал.

На чтение ритуальной молитвы уходит 30 секунд. Феррия знает молитву наизусть, но и другое существо может прочесть подходящую молитву, успешно пройдя проверку Интеллекта (Религия) со СЛ 10. Пока произносится молитва, один персонаждолжен потратить 5 раундов, осторожно держа меч Неизвестной Героини на Шлеме Видения Торма. Пока молитву произносят, держащий меч должен проходить испытание Выносливости со СЛ 11 в конце каждого своего хода, при провале он получает 10 ([[/r 3d6]]) урона силой.

Сразу после того, как держащий меч совершит первое испытание, мощная магия ритуала привлечёт демонических духов, служащих Бафомету. Они вырвутся из шлема в виде двух @UUID[Compendium.sc-creatures.sc-creatures.Actor.C1nnBTUoOMRHCIQC]{блуждающих огоньков} и попытаются сорвать ритуал, атакуя тех, кто читает молитву и держит меч.

Когда персонаж, держащий меч, пройдёт испытание в последний раз, ритуал завершён. Блуждающие огоньки исчезнут, а Рейвенгард придёт в чувство.

Шлем Видения Торма

Можете упростить сцену с Ульдером Рейвенгардом, позволив персонажам просто снять Шлем Видения Торма с его головы, после чего Рейвенгард вскоре придёт в себя. После этого он сможет рассказать о своих видениях, которые содержат нужные героям сведения и пробудят воспоминания Лулу. Затем он позволит спланировать их дальнейший поход по спасению Эльтуреля.

Как вариант, Рейвенгард может потерять сознание, когда шлем снимут, а персонаж, снявший его, ощутит неодолимое желание надеть шлем. Персонаж, надевший шлем, ощутит покой и увидит образы бойцов в сверкающей броне, марширующих по степи в боевом строю. В следующий миг персонажувидиторду уродливых чудовищ, несущихся по иссушённой равнине и терзающих кричащих врагов. Персонаж, надевший шлем, не сможет снять его, пока последователь Торма (например, Феррия) не сотворит на него заклинание благословение. Зато время, что группа доберётся до собора с бессознательным Рейвенгардом, персонаж, надевший шлем, увидит те же видения, что были у Рейвенгарда. Они описаны в разделе «Путь вперёд» (стр. 72). Через 1 час Рейвенгард очнётся вполне здоровым.

Путь вперёд

После победы над силами зла верховный герцог Рейвенгард придёт в чувство и сможет рассказать о своём духовном странствии, которое пережил благодаря Шлему Видения Торма. Торм указал ему путь, но видения были туманны и искажены сущностью демона, передавшейся через портал. Рейвенгард расскажет вот что:

Когда Рейвенгард перескажет своё видение, Лулу вспомнит, что помогла одной Всаднице Преисподней вонзить меч Зариэли в землю и воздвигнуть вокруг него непроницаемую крепость. Лулу вспомнит имя Всадницы, если это воспоминание уже доступно (см. таблицу «Воспоминания Лулу» на стр. 51). И Рейвенгард, и оллифант считают, что Меч Зариэли — ключ к спасению Эльтуреля. Любой персонаж, который наденет Шлем Видения Торма и узрит те же видения Торма, решит так же.

Рейвенгард больше не помнит ничего из видения, но услышав последнюю часть рассказа, Лулу восторженно захлопает крылышками и вспомнит пару «птицелюдов», которых звали Чукка и Клонк. По описаниям от Лулу и Рейвенгарда персонажи поймут, что Чукка и Клонк — кенку. Лулу вспомнит, что кенку отвели её в мастерскую под названием форт Костяшек. Там строят и чинят дьявольские машины, на которых можно быстро передвигаться по пустошам Авернуса. Лулу не помнит, кто правил фортом и кого ещё она там видела.

Лулу быстро взлетит на шпиль собора и оглядит пустоши Авернуса под Эльтурелем. Громко протрубив, она вернётся и доложит, что увидела форт Костяшек всего в десятке миль отсюда.

Дальнейшие действия

Ульдер Рейвенгард предпочтёт остаться в Эльтуреле, чтобы организовать выживших и отбивать атаки дьяволов, демонов и нежити, бродящих по городу. Он готов умереть, защищая Эльтурель, а задача персонажей — помочь Лулу найти Меч Зариэли.

Если Рея Ментелморн ещё жива, она тоже останется в Эльтуреле и поможет Рейвенгарду защищать город. Сдерживая слёзы, она простится с персонажами.

Как покинуть Эльтурель

Изобретательные персонажи найдут массу способов спуститься с Эльтуреля на поверхность Авернуса, но все они рискованные.

Импровизированное снаряжение

Самые предприимчивые и творческие игроки могут придумать, что их персонажи нашли или создали снаряжение, позволяющее им спуститься. Парашюты, планеры, воздушные шары — вот лишь несколько из вариантов, до которых они могут додуматься. Сырьё для сборки такого снаряжения можно найти в лавках и складах Эльтуреля.

Когда персонажи соберут необходимые ресурсы, вы решаете, какие проверки характеристик могут потребоваться при создании импровизированного снаряжения и как определить, работает ли оно. Используйте такие принципы:

Помните о происхождениях и умениях персонажей в инструментах, которые могут быть полезны в этом деле.

Если только персонажи не провалят с треском свои проверки, из-за чего желаемое импровизированное снаряжение будет невозможно собрать, позвольте этому снаряжению сработать, как задумано, пусть даже не идеально. Для пущего драматизма позвольте персонажам безопасно пролететь большую часть пути, а затем, когда они будут всего в 50 футах от земли, добавьте трудность. Можете потребовать совершить дополнительные проверки характеристик вроде описанных выше, когда персонажи пытаются быстро обнаружить и исправить проблемы, или испытания Ловкости, если импровизированное снаряжение сломается и они камнем полетят к земле.

Полёт

Лулу способна летать, такая способность может быть и у кого-то из персонажей. Если у них есть крылья, магия вроде заклинания полёт или зелья полёта, персонажи могут этим воспользоваться и легко улететь с Эльтуреля. Однако летящие существа могут привлечь внимание крылатых дьяволов и демонов, если вы так решите.

Спуск по цепям

Зазубренные столпы и исполинские цепи из дьявольского железа, удерживающие Эльтурель, — единственное, что физически соединяет город и поверхность. Каждое звено цепи представляет собой кольцо из дьявольского железа длиной зо футов, шириной 20 футов и толщиной 5 футов. О том, как разбить эти цепи, см. в главе 5.

Звенья цепи покрыты железными шипами длиной 1 фут, благодаря чему по ним относительно легко лазить. На столпах из дьявольского железа, удерживающих Эльтурель в земле, тоже хватает уступов для лазания. Если персонажи осторожно слезут по цепям и столпам, им не требуются проверки характеристик, чтобы избежать падения при лазании с нормальной скоростью. Любой персонаж, попытавшийся перемещаться или лазить быстрее в свой ход, должен пройти проверку Силы (Атлетика) со СЛ 10, при провале он упадёт.

Магия бестий делает невыносимым длительный контакт со столпами и цепями. Раз в минуту любое существо, контактирующее с дьявольским железом, должно пройти испытание Выносливости со СЛ 10, при провале оно получит 10 ([[/r 3d6]]) некротического урона, при успехе — половину этого урона. Существо, провалившее это испытание, также должно пройти испытание Ловкости со СЛ 10, при провале оно упадёт с цепи или столпа.

Любой персонаж, в зоне досягаемости которого падающий товарищ, может пройти проверку Силы (Атлетика) со СЛ 10, чтобы схватить падающего и затащить его обратно на цепь, если падающее существо достаточно лёгкое, чтобы персонаж мог его нести.

Существа, упавшие с Эльтуреля или одной из цепей, получают урон от падения и попадают в реку Стикс (о воздействии реки см. на стр. 77). Упавшие с одного из столпов получают урон от падения и приземляются посреди битвы дьяволов и демонов, где их жестоко убивают, если они пережили падение.

Битва за Эльтурель

Легионы дьяволов разбили лагерь на берегах реки Стикс под Эльтурелем, и это главная опасность для персонажей при бегстве из города. Персонажи, способные летать, парить или планировать, могут избежать основной части армии дьяволов, но арьергард их непременно атакует. Адаптируйте следующий текст на своё усмотрение и зачитайте игрокам, чтобы начать сцену:

Легионы дьяволов, закованных в броню, окружают исполинские столпы из дьявольского железа, приковывающие Эльтурель к скалистой поверхности. Строй демонов толщиной в десяток особей бросается на ряды дьяволов. Большинство бойцов Бездны — ничтожные мэйны и дретчи, которые быстро гибнут в тщетных попытках разорвать строй дьяволов, чтобы сильные демоны, идущие следом, смогли нанести смертельные удары.

Через пустоши струится тёмная река, протекающая прямо под городом. По реке плывут суда демонов под непрерывной атакой отрядов крылатых дьяволов. Дьяволами командует жуткое исчадие ада в глухом шлеме без прорезей для глаз, которое сжимает боевой штандарт.

Демоны и дьяволы слишком заняты друг другом, чтобы отвлекаться на персонажей, если те будут держаться подальше. Дьяволами командует Люциль, вернейшее @UUID[Compendium.sc-creatures.sc-creatures.Actor.USKmGrLpQ9I3b4YB]{исчадие ада} Зариэли. Если Люциль заметит персонажей, то отправит двенадцать @UUID[Compendium.sc-creatures.sc-creatures.Actor.ZBCw4vJmLCxh7zDI]{игольчатых дьяволов} разделаться с ними.

Персонажи, которые ввяжутся в конфликт бестий, обречены на гибель. Но обстоятельства могут сложиться так, что кому-то из персонажей придётся незаметно пройти через ряды дьяволов и орду демонов. В этом случае нужно будет отвлечь ход битвы в другом направлении, подождать прорыва демонов (или спровоцировать его самим), чтобы нарушить патовую ситуацию, или использовать магическую маскировку, которая позволит персонажам выдать себя за тех или иных бестий. Позвольте самым хитрым планам автоматически достичь успеха. В остальных случаях можете назначить проверки характеристик, чтобы определить, удачным ли оказался план. Используйте правила из Dungeon Master's Guide («Руководства мастера подземелий»), чтобы задать подобающую СЛ для этих проверок. В случае полного провала или отсутствия плана персонажам, возможно, придётся пробиваться сквозь толпу дерущихся бестий, а это задача не из простых.

Сокровища. Люциль носит шлем владыки дьяволов и держит боевой штандарт дьявольской мощи (описание этих магических предметов см. в приложении В). Ни тот, ни другой предмет исчадие ада по доброй воле не отдаст.

Развитие событий. Люциль снова повстречается персонажам в конце приключения, когда те вернутся освободить Эльтурель (см. «Финал в Эльтуреле», стр. 154).

В форт Костяшек!

Сбежав из Эльтуреля, персонажи отправятся в поход длиной в десять миль к форту Костяшек. Если они будут двигаться быстро и осторожно, то доберутся до места, не влипнув в новые неприятности. Позвольте им достичь 7-го уровня перед началом главы 3.

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Жёлтая плесень растёт в тёмных местах, и один участок покрывает квадратную площадь с длиной стороны 5 футов. Если к плесени прикоснуться, она испускает облако спор, заполняющее куб с длиной ребра 10 футов, исходящий от плесени. Все существа в области спор должны преуспеть в [[/save con 15 format=long]], иначе они получат урон [[/damage 2d10 poison average=true]] и станут @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравленными } на 1 минуту. Будучи отравленными этими спорами, существо получает урон [[/damage 1d10 poison average=true]] в начале каждого своего хода. Существо может повторять спасбросок в конце каждого своего хода, оканчивая эффект на себе в случае успеха.

Солнечный свет или любой урон огнём мгновенно уничтожает один участок жёлтой плесени.

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Существо, подвергшееся действию этого яда, должно преуспеть в [[/save con 15 format=long]], иначе оно станет @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравленным }на [[/r 4d6]] часов. Существо также @UUID[Compendium.sc-common.sc-common.Item.S2C0k5fW6YxIXUEz]{недееспособно}, пока отравлено.

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Существо, проглотившее этот яд, до полуночи ни от чего не страдает. Если до этого момента яд не был нейтрализован, существо должно преуспеть в [[/save con 17 format=long]], получая [[/damage 9d6 poison average=true]] при провале или половину этого урона при успехе.

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

","public":""},"alignment":"chaotic evil","race":null,"type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":""},"dm":{"amount":{},"bypasses":[]}},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":2,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Жнец совершает две атаки кинжалом и использует Окутывание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"multiattack_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"c4xmoScV2J9MIyLL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576627677,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Окутывание/Shroud Self","type":"feat","system":{"description":{"value":"

Жнец волшебным образом становится @Compendium[sc-common.sc-common.v41S6MnnRCbxjE3h]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"shroud%20self_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"E5GKAKcAoicCxK4w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007225,"modifiedTime":1705576651237,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой жнеца является Харизма (Сл спасброска от заклинания 13). Жнец может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

","chat":""},"source":{"custom":"BGDIA"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_reaper%20of%20bhaal_bgdia_bgdia"}},"effects":[],"_id":"tzp2Y3BnwHQmGSyg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007366,"modifiedTime":1705576701280,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кинжал/Dagger","type":"weapon","system":{"description":{"value":"
","chat":"
"},"source":{"custom":"PHB"},"quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr"],"proficient":null,"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"dagger"},"container":null},"img":"modules/sc-items/icons/dagger.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"dagger_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.QpIFcRXcKICjUIAN"}},"effects":[],"_id":"XR6HQXXtwXSCQLbe","_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1697455482105,"modifiedTime":1705576603697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":54400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"name":"Приворот гуманоида/Charm Person","type":"spell","system":{"description":{"value":"
\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
\n
 
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На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mBJqjh6CYGvk6tjb"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477971,"modifiedTime":1705576741659,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"E3xnnzhBTvYpOVFj","sort":0},{"name":"Изменение облика/Disguise Self","type":"spell","system":{"description":{"value":"
\n

Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

\n

Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

\n

Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

\n

Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

\n
","chat":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self","prompt":true},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"properties":["vocal","somatic"]},"img":"icons/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA"},"dnd5e":{"migratedProperties":["vocal","somatic"]}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479514,"modifiedTime":1705576750441,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Mel3LnjvQWABCvME","sort":0},{"name":"Убежище/Sanctuary","type":"spell","system":{"description":{"value":"
\n

Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

\n
\n
\n
 
\n
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Пока существо не является @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособный/Incapacitated}, враждебные существа в пределах 5 футов от него получают уязвимость к колющему урону, если только у них нет сопротивления или иммунитета к этому типу урона.

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Предисловие

Приключение включает в себя несколько частей: тело приключения и приложений.

Тело приключения – его описательная часть с сюжетом, героями и событиями.

В приложении 1 представлены магические предметы, которые встречаются в модуле. Некоторые из них можно найти и в других источниках, а некоторые намеренно изменены для соблюдения баланса в игре. Если в теле приключения предмет выделен жирным, его можно найти в первом приложении.

В приложении 2 расположены карты и схемы локаций, а также дополнительные материалы и пояснения по приключению.

В теле приключения некоторые существа выделены жирным, это означает, что это существо можно найти либо в приложении 3, либо в каком-либо официальном источнике DnD 5e.

Приложение 3 представляет собой набор монстров, которых нельзя найти в официальных источниках. Приключение предполагает несколько вариантов сложности. В приложении 4 можно найти пояснения для каждого варианта игры.

Отзывы, предложения и сообщения об ошибках можно присылать по адресу: chumakovpv@bk.ru www.chpv.games

Введение

Добро пожаловать в D&D модуль пятой редакции «Мышеловка». Это приключение предназначено для 46 персонажей.

Сложность и персонажи. В приключении предусмотрено два варианта сложности:

Начальный (для персонажей 2-3 уровня); Продвинутый (для персонажей 5-6 уровня)

Прежде чем проводить приключение, следует чётко понимать на какой сложности будет проводиться игра. Для каждого столкновения, в ПРИЛОЖЕНИИ 4 указан набор противников, который следует использовать в зависимости от выбранного уровня сложности.

В приключении представлена простая Зацепка. Если этот модуль будет частью кампании, то можно придумать любой другой предлог, под которым персонажи должны будут посетить заведение «Спящий минотавр».

Предыстория приключения

В городке под названием Редвуд, неподалеку от Громоводья на западе Фэйруна стали происходить таинственные нападения на местные таверны и постоялые дворы, после которых пропали люди. Две таверны на окраинах были разрушены, но ещё одна в черте города, «Спящий минотавр», в полном порядке.

Все поиски пропащих усилиями города оказываются безрезультатными. Интересно, что свидетелей ни одного нападения не было.

Ведомые историями о таинственных нападениях и награде за обнаружение похитителей, искатели приключений должны будут разобраться, куда деваются люди и почему не остаётся свидетелей.

Обзор Приключения

Приключение начинается на въезде в город Редвуд, когда персонажи проезжают мимо. Они видят здание, которое совсем недавно было постоялым двором «Бодрый гном». Часть здания выломана, при желании персонажи могут обследовать область.

Далее они проследуют в черту города, где смогут остановиться в таверне «Спящий минотавр», где основной темой дня является последнее нападение на Бодрого гнома, несколько дней назад. После проведения какого-то времени в таверне, персонажи становятся свидетелями ссоры между людьми внутри заведения.

Внезапно стена таверны вырывается снаружи. Несколько бронированных огров с наездниками – человекоподобными крысами начинают осаждать таверну и оглушать всех подряд.

В процессе небольшой стычки наездники усыпляют всех посетителей, и тех, кто пытается бежать.

Персонажи очнутся в странной камере с решетчатой стеной с одной из сторон. Они поймут, что их взяли в плен. Им удастся выбраться из камеры, и они начнут осторожно прокладывать свой путь через парящую лабораторию, в которой наткнутся на несколько комнат с монстрами, загадками, и неожиданными сложностями.

В конце концов они найдут главного зачинщика, большую антропоморфную крысу по имени Чизл Стинксмелл, который является черным торговцем магическими предметами, и алхимиком в поиске идеального рецепта сыра.

","markdown":"# Предисловие\n\nПриключение включает в себя несколько частей: тело приключения и приложений. \n\nТело приключения – его описательная часть с сюжетом, героями и событиями. \n\n**В приложении 1** представлены магические предметы, которые встречаются в модуле. Некоторые из них можно найти и в других источниках, а некоторые намеренно изменены для соблюдения баланса в игре. Если в теле приключения предмет выделен жирным, его можно найти в первом приложении. \n\n**В приложении 2** расположены карты и схемы локаций, а также дополнительные материалы и пояснения по приключению. \n\nВ теле приключения некоторые существа выделены жирным, это означает, что это существо можно найти либо в приложении 3, либо в каком-либо официальном источнике DnD 5e. \n\n**Приложение 3** представляет собой набор монстров, которых нельзя найти в официальных источниках. Приключение предполагает несколько вариантов сложности. В приложении 4 можно найти пояснения для каждого варианта игры. \n\nОтзывы, предложения и сообщения об ошибках можно присылать по адресу: chumakovpv@bk.ru www.chpv.games\n\n# Введение\n\nДобро пожаловать в D&D модуль пятой редакции «Мышеловка». Это приключение предназначено для 46 персонажей. \n\n**Сложность и персонажи.** В приключении предусмотрено два варианта сложности:\n\n***Начальный*** (для персонажей 2-3 уровня);\n***Продвинутый*** (для персонажей 5-6 уровня) \n\nПрежде чем проводить приключение, следует чётко понимать на какой сложности будет проводиться игра. Для каждого столкновения, в **ПРИЛОЖЕНИИ 4** указан набор противников, который следует использовать в зависимости от выбранного уровня сложности. \n\nВ приключении представлена простая Зацепка. Если этот модуль будет частью кампании, то можно придумать любой другой предлог, под которым персонажи должны будут посетить заведение «Спящий минотавр». \n\n## Предыстория приключения\n\nВ городке под названием Редвуд, неподалеку от Громоводья на западе Фэйруна стали происходить таинственные нападения на местные таверны и постоялые дворы, после которых пропали люди. Две таверны на окраинах были разрушены, но ещё одна в черте города, «Спящий минотавр», в полном порядке. \n\nВсе поиски пропащих усилиями города оказываются безрезультатными. Интересно, что свидетелей ни одного нападения не было. \n\nВедомые историями о таинственных нападениях и награде за обнаружение похитителей, искатели приключений должны будут разобраться, куда деваются люди и почему не остаётся свидетелей. \n\n## Обзор Приключения\n\nПриключение начинается на въезде в город Редвуд, когда персонажи проезжают мимо. Они видят здание, которое совсем недавно было постоялым двором «Бодрый гном». Часть здания выломана, при желании персонажи могут обследовать область. \n\nДалее они проследуют в черту города, где смогут остановиться в таверне «Спящий минотавр», где основной темой дня является последнее нападение на Бодрого гнома, несколько дней назад. После проведения какого-то времени в таверне, персонажи становятся свидетелями ссоры между людьми внутри заведения. \n\nВнезапно стена таверны вырывается снаружи. Несколько бронированных огров с наездниками – человекоподобными крысами начинают осаждать таверну и оглушать всех подряд. \n\nВ процессе небольшой стычки наездники усыпляют всех посетителей, и тех, кто пытается бежать. \n\nПерсонажи очнутся в странной камере с решетчатой стеной с одной из сторон. Они поймут, что их взяли в плен. Им удастся выбраться из камеры, и они начнут осторожно прокладывать свой путь через парящую лабораторию, в которой наткнутся на несколько комнат с монстрами, загадками, и неожиданными сложностями. \n\nВ конце концов они найдут главного зачинщика, большую антропоморфную крысу по имени Чизл Стинксмелл, который является черным торговцем магическими предметами, и алхимиком в поиске идеального рецепта сыра."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":""}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701557986097,"modifiedTime":1701863712253,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":200000,"name":"Прибытие в Редвуд","type":"text","_id":"9gUJZNwJaFWXBtg5","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Приключение начинается с того, что персонажи заезжают в Редвуд, малоизвестный городок чуть южнее Громоводья. Тем не менее, отличительной особенностью Редвуда является очень хорошие дома, все крыши которых покрыты красной черепицей, которую тут и производят. В основном его населяют люди, но встречаются так же дварфы и редко – эльфы. Городок весьма хорошо развит, его жители явно живут в достатке. Это заслуга, во-первых, мэра, а во-вторых, глиняных рудников, и фабрики по производству черепицы, где трудятся большинство мужчин этого города. Зацепка. Некто по имени Крейсвилл должен расплатиться с персонажами за небольшую работёнку, которую они выполнили. Он назвал им сегодняшнюю дату и таверну «Спящий минотавр». Подъезжая ближе, персонажи прямо на въезде в город видят разбитую опустевшую таверну. Это трехэтажное здание. Прочтите текст в рамке с пометкой «Разрушенное здание».

Редвуд

Вы проезжаете мимо деревянного указателя «Редвуд», в небольшую низину, где расположился этот приветливый городок четвертью мили в поперечнике. Видно стройные ряды красных крыш, покрытых черепицей, и домики из светло-серого камня. По широким улицам снуют редкие телеги и люди. Множество желтых и красных крон деревьев, окружающих лесной городок создают впечатление обособленности, и прохладный осенний ветер ласково манит остановиться тут.

3ацепка. Некто по имени Крейсвилл должен расплатиться с персонажами за небольшую работёнку, которую они выполнили. Он назвал им сегодняшнюю дату и таверну «Спящий минотавр».

Подъезжая ближе, персонажи прямо на въезде в город видят разбитую опустевшую таверну. Это трехэтажное здание. Прочтите текст в рамке с пометкой «Разрушенное здание».

Разрушенное здание

Когда вы подбираетесь ближе к городу, вы замечаете необычную картину: у одного из зданий на въезде оторвана стена, и груды камней, разбросаны вокруг. Всё свидетельствует об осаде или битве, хотя нигде не видно ни трупов, ни оружия, ни тел убитых. Внутри здания проглядывается множество спальных номеров с кроватями, отсюда видно так же небольшой обеденный зал на первом этаже. Рядом с разрушенным зданием стоит человек, заключенный в кирасу и шлем, хотя забрало его открыто.

Тут стоит Бристл Клеймор, один из городских стражей, вооруженный мечом и щитом.

Персонажи могут поговорить со стражником, а могут проехать мимо. Если персонажи продолжают свой путь, можно переходить сразу ко второй части приключения.

Если же партия хочет осмотреть место, то Бристл не будет возражать, когда убедится, что персонажи не представляют угрозы.

Он знает и может рассказать вновь прибывшим в Редвуд следующее:

Отыгрыш Бристла Клеймора

Бристл – рядовой страж небольшого гарнизона Редвуда, ему 50 лет. У него есть жена, которая работает на глиняном промысле в столовой, и сын, который рабо тает там же. Он разговаривает отчетливо, поначалу со блюдая формальную прохладу стражника, но при этом настроен весьма дружелюбно, и начнет шутить уже через несколько фраз. Он несколько напуган пропажей людей и волнуется за них, ведь среди них был и его друг, стражник Стью Ризли, оказавшийся в одной из таврен в момент нападе ния. Тем не менее он почему-то уверен, что все они живы

Если персонажи проявят интерес или предложат помощь, Бристл не только разрешит им осмотреть место преступления, но и будет пытаться им помочь.

Таверна «Бодрый Гном»

В самой таверне не осталось ничего ценного. При осмотре можно найти разбитую посуду, перевернутую мебель и полный бардак. Стёкла таверны выбиты. Вырванная стена – это стена со входом в таверну.

Внутри заведения

Персонажи, осматривающие таверну, могут выяснить следующее. С помощью успешной проверки Внимательности Сл 15 они могут обнаружить следы, принадлежавшие явно не посетителям таверны, скорее следы какихто других существ или животных. Успешная проверка Природы Сл 16 раскрывает, что это следы гигантских крыс, которые очень легко спутать с гоблинскими босыми ногами.

«БОДРЫЙ ГНОМ» Гласит деревянная вывеска с изображенным на ней бородатым гномом в колпаке, который держит пиво и показывает палец вверх. Вы замечаете её, когда подбираетесь чуть ближе к отсутствующему входу в таверну. Массивный деревянный пол поскрипывает у вас под ногами, когда вы продвигаетесь внутрь. Видно множество осколков перебитой посуды, разбросанных столовых приборов, следы налета. Но нигде не видно ни пятнышка крови или оружия. Вся мебель перевёрнута или сломана. За барной стойкой виднеется открытая дверь, ведущая в погреб. Слева видна лестница на второй этаж. Посередине общего зала видна небольшая сцена. Справа от сцены находится единственный элемент декора – деревянная статуя без головы, зажимающая подушку под мышкой и протягивающая вперед пустую кружку.

На полу видно множество царапин, ведущих к разрушенной стене, как будто что-то волокли.

В погребе пусто, хотя тут до сих пор пахнет едой. Судя по всему, все припасы были отсюда вытащены.

Успешная проверка внимательности Сл 14 позволяет обыскивающему обнаружить клок серого меха на одном из косяков каменной кладки погреба.

На этажах в спальных номерах картина не сильно различается с тем, что происходит снизу. Повсюду выпотрошенные шкафы, перевернутая мебель и кучи изорванной одежды. Почти все стёкла в окнах выбиты.

Успешная проверка внимательности Сл 15 позволяет обыскивающему обнаружить клок серого меха, а так же небольшое пятнышко запекшейся крови на осколках одного из оконных стёкол.

Ещё одна успешная проверка Анализа Сл 17 может выявить, что некоторую одежду явно примеряли, после чего бросали на пол. Она источает слабый аромат нечистот.

Сокровища

При осмотре кружки статуи можно найти в ней 1d4 серебряных и 1d12 медных монет.

Рядом с таверной

Персонажи, которые осматривают обломки и следы рядом с таверной, могут найти множество следов, похожих на гоблинские. Для этого нужна заявка на поиск следов на земле и успешная проверка Внимательности Сл 13.

Успешная проверка Природы Сл 16 раскрывает, что это следы гигантских крыс. Так же обнаруживается ещё несколько следов других, более массивных существ, определить принадлежность которых можно только с помощью успешной проверки Природы Сл 20. Это следы осадных огров Чизла, которые нужны ему для штурма стен.

Если персонажи не пройдут ещё одну успешную проверку Внимательности Сл 14, Бристл указывает им на странное треугольное углубление в земле поодаль от таверны, глубиной в 7фт. На самом деле это место приземления лаборатории, в которой и увезли всех людей, хотя персонажи не могут этого знать.

Ещё одна улика может быть раскрыта персонажами с успешной проверкой Анализа Сл 17: Все следы обрываются в одном месте.

Если персонажи активно будут обыскивать местность, они смогут обнаружить один из Кинжалов Сна Дриеллы (см Приложение 1). Для этого нужна успешная проверка внимательности Сл 19, либо необходимо потратить более часа на месте преступления, изучая его. Кинжал уже использован, и на нем видны следы запекшейся крови.

Так же если персонажи никак не скрывают своих действий, то привлекут внимание мальчика 9 лет, Уилла Милфорда, который проследует за ними вглубь города. Он будет пытаться скрываться и держаться на расстоянии, но спустя время выйдет к персонажам и расскажет, что произошло в «Бодром гноме». Они с друзьями любят прыгать по крышам, хоть и получает нагоняй, когда родители узнают об этом.

Отыгрыш Уилла Милфорда

Уиллсветловолосый ребенок 9 лет, с веснушками и немного выступающими клыками. У него восторженные зеленые глаза юного искателя приключений, любящего выдумывать. «С неба прилетел огромный дом, целая крепость, из которого вышла армия монстров. Там были 3, нет, 4 шестируких двухголовых чудищ, у каждого были якоря вместо рук. Одна из голов была волосатой, другая была очень лысой и зубастой. Они очень громко рычали. А ещё там были волки, некоторые из них были очень проворные и быстрые. Великаны стали ломать стену, но я спрятался на крыше и.. затаил дыхание. Когда всё стихло, а остров исчез, я побежал домой.

Уилл видел часть штурма, и спрятался на крыше. Когда он заснул, прислуга Чизла, лениво обыскивая крышу, не заметила его.

Его история будет звучать почти фантастично, он явно выдумает больше половины при этом он намеренно умолчит о том, что заснул в момент нападения.

Успешная проверка Проницательности Сл 25 поможет персонажу понять, в каких местах мальчик фантазирует, и в каких действительно пытается что-то вспомнить.

Кабак «Весёлый здоровяк»

Если игроки захотят обследовать и второе здание, то Бристл попытается убедить их в том, что её состояние не сильно отличается от состояния «Бодрого гнома». Она находится на другом конце города, тоже на окраине, и представляет из себя примерно такое же зрелище, что и эта. Путь к этой таверне лежит как раз через центр города, мимо таверны «Спящий Минотавр».

","markdown":"Приключение начинается с того, что персонажи заезжают в Редвуд, малоизвестный городок чуть южнее Громоводья. Тем не менее, отличительной особенностью Редвуда является очень хорошие дома, все крыши которых покрыты красной черепицей, которую тут и производят. В основном его населяют люди, но встречаются так же дварфы и редко – эльфы. Городок весьма хорошо развит, его жители явно живут в достатке. Это заслуга, во-первых, мэра, а во-вторых, глиняных рудников, и фабрики по производству черепицы, где трудятся большинство мужчин этого города. Зацепка. Некто по имени Крейсвилл должен расплатиться с персонажами за небольшую работёнку, которую они выполнили. Он назвал им сегодняшнюю дату и таверну «Спящий минотавр». Подъезжая ближе, персонажи прямо на въезде в город видят разбитую опустевшую таверну. Это трехэтажное здание. Прочтите текст в рамке с пометкой «Разрушенное здание». \n\n>**Редвуд**\n>Вы проезжаете мимо деревянного указателя «Редвуд», в небольшую низину, где расположился этот приветливый городок четвертью мили в поперечнике. Видно стройные ряды красных крыш, покрытых черепицей, и домики из светло-серого камня. По широким улицам снуют редкие телеги и люди. Множество желтых и красных крон деревьев, окружающих лесной городок создают впечатление обособленности, и прохладный осенний ветер ласково манит остановиться тут. \n\n***3ацепка.*** Некто по имени Крейсвилл должен расплатиться с персонажами за небольшую работёнку, которую они выполнили. Он назвал им сегодняшнюю дату и таверну «Спящий минотавр». \n\nПодъезжая ближе, персонажи прямо на въезде в город видят разбитую опустевшую таверну. Это трехэтажное здание. Прочтите текст в рамке с пометкой «Разрушенное здание».\n\n>**Разрушенное здание**\n>Когда вы подбираетесь ближе к городу, вы замечаете необычную картину: у одного из зданий на въезде оторвана стена, и груды камней, разбросаны вокруг. Всё свидетельствует об осаде или битве, хотя нигде не видно ни трупов, ни оружия, ни тел убитых. Внутри здания проглядывается множество спальных номеров с кроватями, отсюда видно так же небольшой обеденный зал на первом этаже. Рядом с разрушенным зданием стоит человек, заключенный в кирасу и шлем, хотя забрало его открыто.\n\nТут стоит Бристл Клеймор, один из городских **стражей**, вооруженный мечом и щитом. \n\nПерсонажи могут поговорить со стражником, а могут проехать мимо. Если персонажи продолжают свой путь, можно переходить сразу ко второй части приключения. \n\nЕсли же партия хочет осмотреть место, то Бристл не будет возражать, когда убедится, что персонажи не представляют угрозы. \n\nОн знает и может рассказать вновь прибывшим в Редвуд следующее: \n* На несколько таверн были совершены разбойные налёты за последнюю неделю. Их здания разрушены одинаковым образом. \n* Все посетители таверны пропали без вести. \n* По его мнению, нет никаких свидетелей произошедшего. (Хотя на самом деле есть) \n* Почти весь гарнизон распределен по отрядам, прочёсывающим местность в поисках пропавших. \n* Основная версия гарнизона – налёт высокоорганизованных гоблинов. Если персонажи проявят интерес или предложат помощь, Бристл не только разрешит им осмотреть место преступления, но и будет пытаться им помочь.\n\n>**Отыгрыш Бристла Клеймора**\n>Бристл – рядовой страж небольшого гарнизона Редвуда, ему 50 лет. У него есть жена, которая работает на глиняном промысле в столовой, и сын, который рабо тает там же. Он разговаривает отчетливо, поначалу со блюдая формальную прохладу стражника, но при этом настроен весьма дружелюбно, и начнет шутить уже через несколько фраз. Он несколько напуган пропажей людей и волнуется за них, ведь среди них был и его друг, стражник Стью Ризли, оказавшийся в одной из таврен в момент нападе ния. Тем не менее он почему-то уверен, что все они живы\n\nЕсли персонажи проявят интерес или предложат помощь, Бристл не только разрешит им осмотреть место преступления, но и будет пытаться им помочь.\n\n## Таверна «Бодрый Гном» \n\nВ самой таверне не осталось ничего ценного. При осмотре можно найти разбитую посуду, перевернутую мебель и полный бардак. Стёкла таверны выбиты. Вырванная стена – это стена со входом в таверну.\n\n### Внутри заведения\n\nПерсонажи, осматривающие таверну, могут выяснить следующее. С помощью успешной ***проверки Внимательности Сл 15*** они могут обнаружить следы, принадлежавшие явно не посетителям таверны, скорее следы какихто других существ или животных. Успешная ***проверка Природы Сл 16*** раскрывает, что это следы гигантских крыс, которые очень легко спутать с гоблинскими босыми ногами.\n\n>«БОДРЫЙ ГНОМ» Гласит деревянная вывеска с изображенным на ней бородатым гномом в колпаке, который держит пиво и показывает палец вверх. Вы замечаете её, когда подбираетесь чуть ближе к отсутствующему входу в таверну. Массивный деревянный пол поскрипывает у вас под ногами, когда вы продвигаетесь внутрь. Видно множество осколков перебитой посуды, разбросанных столовых приборов, следы налета. Но нигде не видно ни пятнышка крови или оружия. Вся мебель перевёрнута или сломана. За барной стойкой виднеется открытая дверь, ведущая в погреб. Слева видна лестница на второй этаж. Посередине общего зала видна небольшая сцена. Справа от сцены находится единственный элемент декора – деревянная статуя без головы, зажимающая подушку под мышкой и протягивающая вперед пустую кружку.\n\n>На полу видно множество царапин, ведущих к разрушенной стене, как будто что-то волокли.\n\nВ погребе пусто, хотя тут до сих пор пахнет едой. Судя по всему, все припасы были отсюда вытащены. \n\n**Успешная проверка внимательности Сл 14** позволяет обыскивающему обнаружить клок серого меха на одном из косяков каменной кладки погреба. \n\nНа этажах в спальных номерах картина не сильно различается с тем, что происходит снизу. Повсюду выпотрошенные шкафы, перевернутая мебель и кучи изорванной одежды. Почти все стёкла в окнах выбиты. \n\n**Успешная проверка внимательности Сл 15** позволяет обыскивающему обнаружить клок серого меха, а так же небольшое пятнышко запекшейся крови на осколках одного из оконных стёкол. \n\nЕщё одна успешная **проверка Анализа Сл 17** может выявить, что некоторую одежду явно примеряли, после чего бросали на пол. Она источает слабый аромат нечистот. \n\n#### Сокровища\n\nПри осмотре кружки статуи можно найти в ней 1d4 серебряных и 1d12 медных монет. \n\n### Рядом с таверной\n\nПерсонажи, которые осматривают обломки и следы рядом с таверной, могут найти множество следов, похожих на гоблинские. Для этого нужна заявка на поиск следов на земле и успешная **проверка Внимательности Сл 13**.\n\n**Успешная проверка Природы Сл 16** раскрывает, что это следы гигантских крыс. Так же обнаруживается ещё несколько следов других, более массивных существ, определить принадлежность которых можно **только с помощью успешной проверки Природы Сл 20**. Это следы осадных огров Чизла, которые нужны ему для штурма стен. \n\nЕсли персонажи не пройдут ещё одну **успешную проверку Внимательности Сл 14**, Бристл указывает им на странное треугольное углубление в земле поодаль от таверны, глубиной в 7фт. На самом деле это место приземления лаборатории, в которой и увезли всех людей, хотя персонажи не могут этого знать. \n\nЕщё одна улика может быть раскрыта персонажами с **успешной проверкой Анализа Сл 17:** Все следы обрываются в одном месте.\n\nЕсли персонажи активно будут обыскивать местность, они смогут обнаружить один из **Кинжалов Сна Дриеллы** (см Приложение 1). Для этого нужна **успешная проверка внимательности Сл 19**, либо необходимо потратить более часа на месте преступления, изучая его. Кинжал уже использован, и на нем видны следы запекшейся крови. \n\nТак же если персонажи никак не скрывают своих действий, то привлекут внимание мальчика 9 лет, **Уилла Милфорда**, который проследует за ними вглубь города. Он будет пытаться скрываться и держаться на расстоянии, но спустя время выйдет к персонажам и расскажет, что произошло в «Бодром гноме». Они с друзьями любят прыгать по крышам, хоть и получает нагоняй, когда родители узнают об этом.\n\n>**Отыгрыш Уилла Милфорда**\n\n>Уиллсветловолосый ребенок 9 лет, с веснушками и немного выступающими клыками. У него восторженные зеленые глаза юного искателя приключений, любящего выдумывать. «С неба прилетел огромный дом, целая крепость, из которого вышла армия монстров. Там были 3, нет, 4 шестируких двухголовых чудищ, у каждого были якоря вместо рук. Одна из голов была волосатой, другая была очень лысой и зубастой. Они очень громко рычали. А ещё там были волки, некоторые из них были очень проворные и быстрые. Великаны стали ломать стену, но я спрятался на крыше и.. затаил дыхание. Когда всё стихло, а остров исчез, я побежал домой.\n\nУилл видел часть штурма, и спрятался на крыше. Когда он заснул, прислуга Чизла, лениво обыскивая крышу, не заметила его. \n\nЕго история будет звучать почти фантастично, он явно выдумает больше половины при этом он намеренно умолчит о том, что заснул в момент нападения. \n\n**Успешная проверка Проницательности Сл 25** поможет персонажу понять, в каких местах мальчик фантазирует, и в каких действительно пытается что-то вспомнить.\n\n## Кабак «Весёлый здоровяк» \n\nЕсли игроки захотят обследовать и второе здание, то Бристл попытается убедить их в том, что её состояние не сильно отличается от состояния «Бодрого гнома». Она находится на другом конце города, тоже на окраине, и представляет из себя примерно такое же зрелище, что и эта. Путь к этой таверне лежит как раз через центр города, мимо таверны «Спящий Минотавр»."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":""}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701863036097,"modifiedTime":1701863978092,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":300000,"name":"Спящий минотавр","type":"text","_id":"3u2urzAdXsQ0jr2M","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Персонажи движутся по городу, изучая его широкие улицы. Они натыкаются на несколько колодцев общего пользования, красивые деревянные скамейки на улицах и редких прохожих. Почти весь город занят на промысле в глиняных рудниках.

Персонажи направляются к таверне «Спящий минотавр». Это двухэтажное здание, с привычной красной черепицей. Она расположена перед красивым гранитным фонтаном, в воде которого можно разглядеть 2к12 медных и 1к4 серебряных монеты.

Ручка двери выполнена в форме красивого резного рога, принадлежащего, судя по всему, минотавру. Когда вы оказываетесь внутри, становится ясно, что таверна переживает хорошие времена. Внимание приковывает огромная улыбающаяся голова минотавра в спальном колпаке, висящая над барной стойкой. Она деревянная, но искусно раскрашена, и поначалу может показаться, что настоящая. Здесь чисто, многие окна открыты, а на стенах висят небольшие светильники, и несколько декоративных, недорогих картин местного художника.

Когда персонажи войдут, они услышат звон колокольчика, висящего над дверью.

Хозяин таверны – Майнос Тауер – предлагает свои услуги: как еду, так и ночлег. Он рад видеть персонажей, и радушно принимает их.

Зал обслуживает две женщины, весьма привлекательные – Лия Роуз, и Кэт Гринтейл. Они разносят еду и убирают грязную посуду.

Майнос предлагает посетителям фирменный картофельно-луковый суп с острым бульоном, который подается с большим куском сала и хлебом.

Если персонажи хотят чего-то другого, то У Майноса есть вчерашняя нажористая уха из щуки, и чудесные чесночные булочки.

При желании можно заказать тарелку со свежими овощами и солью, а также какой-нибудь молочный продукт.

Так же к порции подается напиток: горячий смородиновый чай с мятой или измельченный заваренный пряный корень.

Выпивка: любая на усмотрение ДМа.

Каждому из персонажей найдется и свободный номер – основные посетители таверны – местные.

Как ни странно, тут очень много посетителей.

Несколько обывателей собрались за разными столами и трапезничают. Если прислушаться, можно понять, что все они разговаривают о разрушенных тавернах и выдвигают свои мнения о случившемся.

Если кто-то из персонажей пытается проявить интерес к беседе, то его быстро вовлекают в спор о пропаже людей. Есть несколько основных предположений:

В любом случае, если игроки расскажут свою версию, она покажется посетителям неправдоподобной.

Стычка!

Когда персонажи проведут какое-то время в таверне, в неё вваливается изрядно выпившая группа из полдюжины человек. Эти люди – работники стойл и официанты разрушенных заведений, оставшиеся теперь без работы. Возглавляет эту группу Крис Кассер, главный задира. Они ведут себя непристойно и вызывающе. От всей компании разит перегаром.

Отыгрыш Майноса Тауера

Высокий пожилой худой мужчина выходит со стороны кухни. Он выглядит весьма довольным собой, и не просто так – его дела идут хорошо. Он разговаривает протяжно, предлагая «Самую вкусную еду в городе, по крайней мере на данный момент». Он не издевается, и очень волнуется за пропавших. Просто он оптимист и привык не унывать. Он предпочитает думать, что проблема скоро разрешится и всё вновь будет хорошо. А пока что он готов «Отдуваться за весь город». Отыгрыш Криса Кассера Это мощный мужичина – человек, руки которого свидетельствуют о его тяжелой работе, но одет он как бродяга. Он долго был разнорабочим в «Веселом Здоровяке», но теперь потерял работу и начинает отчаиваться. Вчера Майнос сжалился над ним и покормил его бесплатно, и это было ошибкой. Кажется, Крис решил грубо воспользоваться его добротой ещё раз, и позвал приятелей.

«-Ты же не откажешь бедным безработным людям, Тауер?»

Крис просит Майноса поделиться вкусной едой с «бедными безработными», в лице которых несколько работников стойл из разрушенных таверн. Либо нанять их. Майнос не будет делать ни того, ни другого.

Очевидно, они напились и хотят найти виноватого. Разумеется, они найдут тысячу причин, по которым Тауер обязан им помочь: у него единственная работающая таверна в городе.

В какой-то момент Тауер объявит, что еды для них нет и он никого не будет нанимать. Тогда они начнут крушить имущество таверны, выливать еду посетителей на пол и устраивать дебош.

К: -Ты же не откажешь бедным безработным в приюте?

Т: -Что тебе надо, Крис?

К: -Понятно, чего: мы хотим есть, пить и работать, как и любой другой человек. Покорми нас, ты же добрый и дела у тебя идут на лад.

Т: -Валите отсюда, я не собираюсь ничем вас кормить, хватит с тебя и вчерашнего! У меня полно посетителей! Для вас тут нет места!

К: -Упрямый старик, ты наживаешься на чужом горе! Пока другие страдают, ты делаешь деньги и тебя совершенно не волнует судьбы пропавших! Ты же не хочешь потерять прибыль, не так ли? Не хочешь потерять всех этих чудесных гостей?

Т: -Это угроза?

К: -Нет, это последствия твоей алчности!

Персонажи могут попытаться разрядить обстановку, успокоив Криса. Для этого нужна успешная проверка Запугивания или Убеждения Сл 16.

Если персонажи достанут оружие в качестве своих аргументов, или будут действовать сообща, то получат преимущество на проверку.

Если до этого момента персонажи не вмешались в конфликт, то Крис подойдет к их столу и ногой опрокинет его вместе с тем, что на нем стоит.

В ином случае, дружки Криса затевают драку с партией и дебош в таверне.

Невооруженный бой

Невооруженный удар это простое оружие ближнего боя, которое наносит 1 дробящего урона. Персонажи с чертой Задира в Тавернах наносит 1к4 дробящего урона. Монахи наносят повреждения в зависимости от уровня и прочих классовых особенностей.

Персонажи должны быть в курсе, что убийство карается законом. Если кто-то вытащит оружие в момент стычки с намерением его использовать, то начните сцену «Незваные гости».

Проведите небольшую стычку длиной от 4 до 10 раундов, в зависимости от успехов персонажей.

Незваные гости

Пока в «Спящем минотавре» развивается конфликт, прямо перед таверной, в центре города быстро приземляется небольшой летающий остров с крепостью, построенной на нём. Это парящая лаборатория Чизла Стинксмелла – антропоморфной крысы и главного антагониста этой истории. Его прислужники совершают налёт на ещё одну таверну с целью украсть людей для продажи в рабство, и заодно пополнить запасы продовольствия.

Среди налетчиков около двадцати Прислужников Чизла, Берфестов, и два Осадных Огра. Сам Чизл находится командном мостике. Он за штурвалом крепости – панелью управления. В подходящий момент конфликта прочтите:

Внезапно вы слышите на улице какой-то гул, громкий скрип и звук ломающегося камня и открывающегося цепного моста. Слышно, как со второго этажа доносится звук поочередно бьющихся стёкол. После крики, судя по всему кричат от испуга.

Громкий резкий треск в стене со входом мгновенно приковывает ваше внимание. Вы видите, как в двух точках стены в таверну пролезают крюки, напоминающие якоря, которые раскрываются, цепляются за стену и начинают тянуть наружу. Стена с треском поддаётся и вырывается из таверны, практически целиком. Пара огромных существ с серо-желтой кожей, руками якорями и наездниками, напоминающими гигантских крыс, разламывают стену вдребезги.

В образованный проём влезают антропоморфные крысы размером с человеческий рост, каждая из них носит кожаные доспехи и зеленый плащ. Вы видите у одного из них арбалет, другие же сжимают в цепких лапах полукруглые широкие ножи и дубинки.

На улице виднеется небольшая крепость с откинутым цепным мостом, которая занимает всю центральную площадь. Её вход располагается как раз там, где раньше был фонтан.

Огры с наездниками

Один из осадных Огров с наездником падает, потому что не рассчитал вес стены, которая заваливается на него. Пока он будет высвобождаться (до 6 раундов), персонажи могут попытаться оказать сопротивление налёту (см. приложение 4, столкновение 1).

После того, как Огры готовы, наездники втыкают в них Кинжалы Сна Дриеллы. Огры взвывают от боли, и все, кто слышал их рёв, будут повержены в сон буквально через три раунда.

Для драматичности можно заставить персонажей совершать спасброски Харизмы с повышающейся сложностью вплоть до 30 с шагом в 5, начиная с 10.

Наследие фей: эльфов и других существ с этой особенностью нельзя усыпить магически. Вместо «мирного» засыпания они будут получать по 5d20 психического урона каждый раунд. Однако, если их хиты таким образом опустятся до 0, то они будут стабилизированы, и не должны будут совершать спасброски от смерти

Берфесты

Берфесты, они же крысолюды, выбегают из лаборатории и занимают свои позиции. Несколько из них тихо карабкаются по стенам таверны, чтобы разбить окна и пробраться в них. Другие окружают таверну, так что около каждого выхода и окна будет караулить по трое.

По дороге они обливают своё оружие паралитическим зельем (см Приложение 1).

Крысолюды не намерены драться, но тем не менее они готовы к сопротивлению. Успешная проверка Внимательности Сл 17 открывает, что уши каждой крысы прижаты, и из них торчат куски ваты.

Задача берфестов – не дать никому уйти и собрать всех примерно в одном месте для того чтобы огры могли усыпить пленных при помощи Кинжалов Сна Дриеллы.

Однако, если кто-то попытается бежать, они настигнут его и постараются остановить или задержать, после чего доставят в тюремную камеру крепости.

Таким образом, все кто был в таверне засыпают, и берфесты заносят их в крепость, которая поднимается в воздух и скрывается в небе. Разумеется, налётчики не забывают собрать всё ценное из таверны, прихватив в том числе еду и лошадей.

","markdown":"Персонажи движутся по городу, изучая его широкие улицы. Они натыкаются на несколько колодцев общего пользования, красивые деревянные скамейки на улицах и редких прохожих. Почти весь город занят на промысле в глиняных рудниках. \n\nПерсонажи направляются к таверне «Спящий минотавр». Это двухэтажное здание, с привычной красной черепицей. Она расположена перед красивым гранитным фонтаном, в воде которого можно разглядеть 2к12 медных и 1к4 серебряных монеты. \n\n>Ручка двери выполнена в форме красивого резного рога, принадлежащего, судя по всему, минотавру. Когда вы оказываетесь внутри, становится ясно, что таверна переживает хорошие времена. Внимание приковывает огромная улыбающаяся голова минотавра в спальном колпаке, висящая над барной стойкой. Она деревянная, но искусно раскрашена, и поначалу может показаться, что настоящая. Здесь чисто, многие окна открыты, а на стенах висят небольшие светильники, и несколько декоративных, недорогих картин местного художника.\n\nКогда персонажи войдут, они услышат звон колокольчика, висящего над дверью. \n\nХозяин таверны – **Майнос Тауер** – предлагает свои услуги: как еду, так и ночлег. Он рад видеть персонажей, и радушно принимает их. \n\nЗал обслуживает две женщины, весьма привлекательные – **Лия Роуз**, и **Кэт Гринтейл**. Они разносят еду и убирают грязную посуду. \n\nМайнос предлагает посетителям фирменный картофельно-луковый суп с острым бульоном, который подается с большим куском сала и хлебом. \n\nЕсли персонажи хотят чего-то другого, то У Майноса есть вчерашняя нажористая уха из щуки, и чудесные чесночные булочки. \n\nПри желании можно заказать тарелку со свежими овощами и солью, а также какой-нибудь молочный продукт. \n\nТак же к порции подается напиток: горячий смородиновый чай с мятой или измельченный заваренный пряный корень. \n\n**Выпивка:** любая на усмотрение ДМа. \n\nКаждому из персонажей найдется и свободный номер – основные посетители таверны – местные. \n\nКак ни странно, тут очень много посетителей. \n\nНесколько обывателей собрались за разными столами и трапезничают. Если прислушаться, можно понять, что все они разговаривают о разрушенных тавернах и выдвигают свои мнения о случившемся. \n\nЕсли кто-то из персонажей пытается проявить интерес к беседе, то его быстро вовлекают в спор о пропаже людей. Есть несколько основных предположений: \n\n* То, что произошло с тавернами – налёт гоблинов, которые решили поживиться едой и золотом. За их плечами должно быть сильный командир. \n* Это проделки некроманта, у которого закончились жизненные силы, и теперь он пополняет свои запасы. \n* Призраки мстят жителям Редвуда за то, что они потревожили древний алтарь на промысле месяц назад, и теперь город проклят. \n\nВ любом случае, если игроки расскажут свою версию, она покажется посетителям неправдоподобной. \n\n### Стычка! \n\nКогда персонажи проведут какое-то время в таверне, в неё вваливается изрядно выпившая группа из полдюжины человек. Эти люди – работники стойл и официанты разрушенных заведений, оставшиеся теперь без работы. Возглавляет эту группу Крис Кассер, главный задира. Они ведут себя непристойно и вызывающе. От всей компании разит перегаром. \n\n>**Отыгрыш Майноса Тауера**\n\n> Высокий пожилой худой мужчина выходит со стороны кухни. Он выглядит весьма довольным собой, и не просто так – его дела идут хорошо. Он разговаривает протяжно, предлагая «Самую вкусную еду в городе, по крайней мере на данный момент». Он не издевается, и очень волнуется за пропавших. Просто он оптимист и привык не унывать. Он предпочитает думать, что проблема скоро разрешится и всё вновь будет хорошо. А пока что он готов «Отдуваться за весь город». Отыгрыш Криса Кассера Это мощный мужичина – человек, руки которого свидетельствуют о его тяжелой работе, но одет он как бродяга. Он долго был разнорабочим в «Веселом Здоровяке», но теперь потерял работу и начинает отчаиваться. Вчера Майнос сжалился над ним и покормил его бесплатно, и это было ошибкой. Кажется, Крис решил грубо воспользоваться его добротой ещё раз, и позвал приятелей. \n\n>«-Ты же не откажешь бедным безработным людям, Тауер?»\n\nКрис просит Майноса поделиться вкусной едой с «бедными безработными», в лице которых несколько работников стойл из разрушенных таверн. Либо нанять их. Майнос не будет делать ни того, ни другого. \n\nОчевидно, они напились и хотят найти виноватого. Разумеется, они найдут тысячу причин, по которым Тауер обязан им помочь: у него единственная работающая таверна в городе. \n\nВ какой-то момент Тауер объявит, что еды для них нет и он никого не будет нанимать. Тогда они начнут крушить имущество таверны, выливать еду посетителей на пол и устраивать дебош. \n\n>К: -Ты же не откажешь бедным безработным в приюте? \n\n>Т: -Что тебе надо, Крис? \n\n>К: -Понятно, чего: мы хотим есть, пить и работать, как и любой другой человек. Покорми нас, ты же добрый и дела у тебя идут на лад. \n\n>Т: -Валите отсюда, я не собираюсь ничем вас кормить, хватит с тебя и вчерашнего! У меня полно посетителей! Для вас тут нет места! \n\n>К: -Упрямый старик, ты наживаешься на чужом горе! Пока другие страдают, ты делаешь деньги и тебя совершенно не волнует судьбы пропавших! Ты же не хочешь потерять прибыль, не так ли? Не хочешь потерять всех этих чудесных гостей? \n\n>Т: -Это угроза? \n\n>К: -Нет, это последствия твоей алчности! \n\nПерсонажи могут попытаться разрядить обстановку, успокоив Криса. Для этого нужна **успешная проверка Запугивания или Убеждения Сл 16**. \n\nЕсли персонажи достанут оружие в качестве своих аргументов, или будут действовать сообща, то получат преимущество на проверку. \n\nЕсли до этого момента персонажи не вмешались в конфликт, то Крис подойдет к их столу и ногой опрокинет его вместе с тем, что на нем стоит. \n\nВ ином случае, дружки Криса затевают драку с партией и дебош в таверне. \n\n>**Невооруженный бой**\n\n> Невооруженный удар это простое оружие ближнего боя, которое наносит 1 дробящего урона. Персонажи с чертой Задира в Тавернах наносит 1к4 дробящего урона. Монахи наносят повреждения в зависимости от уровня и прочих классовых особенностей. \n\n>Персонажи должны быть в курсе, что убийство карается законом. **Если кто-то вытащит оружие** в момент стычки с намерением его использовать, то начните сцену «Незваные гости». \n\nПроведите небольшую стычку длиной от 4 до 10 раундов, в зависимости от успехов персонажей. \n\n## Незваные гости \n\nПока в «Спящем минотавре» развивается конфликт, прямо перед таверной, в центре города быстро приземляется небольшой летающий остров с крепостью, построенной на нём. Это парящая лаборатория Чизла Стинксмелла – антропоморфной крысы и главного антагониста этой истории. Его прислужники совершают налёт на ещё одну таверну с целью украсть людей для продажи в рабство, и заодно пополнить запасы продовольствия. \n\nСреди налетчиков около двадцати Прислужников Чизла, **Берфестов**, и два **Осадных Огра**. Сам Чизл находится командном мостике. Он за штурвалом крепости – панелью управления. В подходящий момент конфликта прочтите: \n\n>Внезапно вы слышите на улице какой-то гул, громкий скрип и звук ломающегося камня и открывающегося цепного моста. Слышно, как со второго этажа доносится звук поочередно бьющихся стёкол. После крики, судя по всему кричат от испуга. \n\n>Громкий резкий треск в стене со входом мгновенно приковывает ваше внимание. Вы видите, как в двух точках стены в таверну пролезают крюки, напоминающие якоря, которые раскрываются, цепляются за стену и начинают тянуть наружу. Стена с треском поддаётся и вырывается из таверны, практически целиком. Пара огромных существ с серо-желтой кожей, руками якорями и наездниками, напоминающими гигантских крыс, разламывают стену вдребезги. \n\n>В образованный проём влезают антропоморфные крысы размером с человеческий рост, каждая из них носит кожаные доспехи и зеленый плащ. Вы видите у одного из них арбалет, другие же сжимают в цепких лапах полукруглые широкие ножи и дубинки. \n\n>На улице виднеется небольшая крепость с откинутым цепным мостом, которая занимает всю центральную площадь. Её вход располагается как раз там, где раньше был фонтан. \n\n### Огры с наездниками \n\nОдин из осадных Огров с наездником падает, потому что не рассчитал вес стены, которая заваливается на него. Пока он будет высвобождаться (до 6 раундов), персонажи могут попытаться оказать сопротивление налёту **(см. приложение 4, столкновение 1)**. \n\nПосле того, как Огры готовы, наездники втыкают в них **Кинжалы Сна Дриеллы**. Огры взвывают от боли, и все, кто слышал их рёв, будут повержены в сон буквально через три раунда.\n\nДля драматичности можно заставить персонажей совершать **спасброски Харизмы с повышающейся сложностью вплоть до 30 с шагом в 5, начиная с 10**. \n\n**Наследие фей:** эльфов и других существ с этой особенностью нельзя усыпить магически. Вместо «мирного» засыпания они будут получать по 5d20 психического урона каждый раунд. Однако, если их хиты таким образом опустятся до 0, то они будут стабилизированы, и не должны будут совершать спасброски от смерти \n\n### Берфесты \n\n**Берфесты, они же крысолюды**, выбегают из лаборатории и занимают свои позиции. Несколько из них тихо карабкаются по стенам таверны, чтобы разбить окна и пробраться в них. Другие окружают таверну, так что около каждого выхода и окна будет караулить по трое. \n\nПо дороге они обливают своё оружие **паралитическим зельем** (см Приложение 1). \n\nКрысолюды не намерены драться, но тем не менее они готовы к сопротивлению. **Успешная проверка Внимательности Сл 17** открывает, что уши каждой крысы прижаты, и из них торчат куски ваты. \n\nЗадача берфестов – не дать никому уйти и собрать всех примерно в одном месте для того чтобы огры могли усыпить пленных при помощи **Кинжалов Сна Дриеллы**. \n\nОднако, если кто-то попытается бежать, они настигнут его и постараются остановить или задержать, после чего доставят в тюремную камеру крепости. \n\nТаким образом, все кто был в таверне засыпают, и берфесты заносят их в крепость, которая поднимается в воздух и скрывается в небе. Разумеется, налётчики не забывают собрать всё ценное из таверны, прихватив в том числе еду и лошадей."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":""}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701863155486,"modifiedTime":1701864210650,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":400000,"name":"Парящий остров","type":"text","_id":"VGRZ2pqc2LbwJjEX","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Персонажи попадают в лабораторию Чизла Стинксмелла, которая представляет собой небольшой летающий остров, обнесенный каменной стеной, с большим количеством вложенных карманных подпространств.

Единственное здание, доступное снаружи – главные ворота с камерами, куда и заносят персонажей и всех, кто был в таверне, а также их вещи. Далее персонажей относят в одну из камер и запирают там.

У каждого Берфеста в крепости есть при себе зелье полёта. Чизл предусмотрительно приготовил его для своих слуг, на случай, если в небе что-то пойдет не так.

Магическая арка

Вся навигация в этом месте проходит через магическую арку, которая является центральным узлом и одним из главных достояний этой лаборатории. На каждом из уровней есть выход к ней.

Она представляет из себя постройку из очень прочного камня, сделанную в виде полуцилиндра с резной колонной в центре. Высотой она в около 20 футов, радиус цилиндра около 5 футов. (см. Приложение 2а)

На колонне с лицевой стороны расположен механизм управления – два круглых диска которые можно вращать. Они вращаются легко. Один диск поделен на три сектора с символами. Другой на четыре сектора с цветными камнями, однако одного камня явно не хватает. Между этими дисками расположена нажимная плита. (см. приложение 2а)

СЕКТОРА ПЕРВОГО ДИСКА:

СЕКТОРА ВТОРОГО ДИСКА:

Вращая диск и нажимая на плиту можно настроить переход между двумя областями.

Игроки могут выставить любую комбинацию на дисках (кроме секции с отсутствующим камнем, в этом случае плита не нажмётся), нажать плиту, после чего они услышат колдовские звуки, которые через секунду стихнут. Диски вернутся в исходное положение, и выбранная комбинация (пункта назначения) будет слабо подсвечена. Если персонаж пройдет за колонной, то на выходе будет уже другая область. Пространство за колонной не подчиняется евклидовым законам. Для тех, кто видит, как кто-то заходит за колонну, он просто исчезает за ней, не появляясь с противоположной стороны. Подробнее о том, как работает арка см. приложение 2б.

Если переход не использовался последние 5 минут, связь прерывается, и камни гаснут. Те, кто пройдут за колонной в этом случае, просто обойдут её, появляясь с противоположной стороны. Арку невозможно сдвинуть с места.

Магическая арка обозначена звездой на всех картах из приложения 2.

ПРИМЕР ИСПОЛЬЗОВАНИЯ:

Допустим, Берфест подходит к механизму. Он двигается из Темниц (1) и хочет попасть в Жилой комплекс (4).

Когда он подходит к колонне, на дисках исходное положение: круг на первом диске, и синий камень на втором. Он вращает диски так, чтобы на первом оказался треугольник, а на втором – золотой камень, и нажимает плиту. Диски приходят в движение, занимают исходное положение, и на них подсвечиваются треугольник и золотой камень. Когда они останавливаются, слышен звук переключения пространств. Пользователь смело заходит за колонну и выходит в другую локацию, в которой своё исходное положение: треугольник золотой камень.

ВАЖНО

Чизл вытащил один из камней, а именно черную жемчужину из диска с камнями. Жемчужина открывала в колонне проход в межпланарное пространство, которое он счёл опасным. Он хранит черную жемчужину в своей магической лаборатории.

В приложении 2а приведен рекомендованный порядок посещения локаций. По нему определяется, в какую локацию попадёт группа при введении комбинации, не задействованной до этого.

Черная жемчужина.

Если вставить в диск с недостающим камнем чёрную жемчужину, то она намертво прикрепится к гнезду, а из арки донесётся зловещий шепот. Далее, если выставить в качестве точки назначения сектор с чёрной жемчужиной, то второй диск начнет вращаться сам по себе, и не остановится до тех пор, пока не выберут другой камень на диске с камнями. Жемчужина открывает вход в тёмное бесконечное пространство с редко возникающими завораживающими пульсирующими раскатами розового света. За аркой – невесомость и абсолютная тишина, которую нельзя ничем нарушить. Существа за ней теряют необходимость к дыханию. Единственное свидетельство реального плана здесь – арка, которая висит буквально в пустоте. Тем не менее, её легко разглядеть. Существо может находится тут около часа, после чего должно совершить Спасбросок Мудрости Сл 7. В случае провала существо очаровывается этим местом, и будет хотеть остаться тут как можно дольше. Сложность спасброска увеличивается на 2 каждый час, проведенный здесь.

Темницы и сортировочная

Это первое, внешнее пространство, связывающее остальную лабораторию и внешний мир. В области 1 находятся камеры пленников, область 2 – сортировочная, область 3 – Механизм цепного моста, 4 – Магическая арка. Карта области есть в приложении 2-1.

1. Камеры пленников

Спустя какое-то время персонажи приходят в себя в каменной комнате с решеткой вместо одной из стен. У них над головами, в потолке находится несколько решетчатых прорезей, в которых видно чистое небо без облаков, и через них в камеру попадает свет.

Персонажи чувствуют себя хорошо отдохнувшими, но при них нет ни оружия, ни их вещей. Только одежда. В углу стоит ведро для отходов. Персонажи видят за решеткой длинный проход и точно такую же камеру напротив. В ней видно некоторых людей из таверны, которые, судя по всему, находятся без сознания. В остальных камерах тоже люди без сознания.

Спустя несколько минут после того, как все персонажи очнулись и думают, что делать дальше, они слышат звук скрипящей телеги. Это один из прислуги Чизла по имени Вислпанк. Он движется из сортировочной, с небольшой тачкой, в которой лежит награбленное, выглядещее хоть сколько-нибудь ценным. Персонажи замечают, что у него на поясе висит связка ключей.

Он слышит разговоры персонажей, и понимает, что они пришли в себя. Он хочет немного подразнить их, но скорее от скуки, нежели со злобы.

Отыгрыш Вислпанка.

Вислпанк – крысолюд, который немного шепелявит. Он поинтересуются как персонажи себя чувствуют и скажет, чтобы они набирались сил, потому что в рабстве они им понадобятся.

Вислпанк не будет скрывать, что их украли, чтобы отдать в рабство, но он не знает, кому и зачем. Чизл обещал головку сыра за успешное дело, и они её вот-вот получат.

Так же он может подразнить пленников связкой ключей, и будет протягивать их и отдергивать в последний момент.

Вислпанк понимает, что ничто ему не угрожает. Он может даже наиграно произнести: «А что это у меня здесь, не ваши ли вещи?» и достать несколько вещей персонажей.

Как бы игроки себя не вели, через минуту Вислпанк достанет несколько предметов, например, чёрный огранённый камень, амулет какого-то бога, и деревянную кружку. По желанию ДМ может заменить их на любые другие безделушки.

Вислпанк начнёт жонглировать этими предметами прямо перед решеткой. Через несколько итераций, либо если его отвлекут, он уронит один из предметов. Сегодня у него неудачный день. Когда предмет падает на каменный пол, он раскалывается, а магия, заключённая в нём, вырывается наружу, и уничтожает Вислпанка. Он пытается ухватиться за что-либо, опрокидывает телегу, но магия полностью уничтожает его.

Кажется, этот предмет не рад участи быть игрушкой для жонглирования. Когда он падает, вы видите, как языки чёрного пламени жадно вырываются из амулета, и устремляются к Берфесту. Пламя начинает прожигать его глаза, и продолжают свой путь внутрь его тела. Вислпанк бешено мечется и пытается за что-то ухватиться, нащупывает телегу и опрокидывает её в вашу сторону. Его движения быстро замедляются, он выгорает, но от него не остаётся даже пепла. И он, и амулет полностью аннигилируются, и через несколько мгновений уже ничто не свидетельствует о произошедшем, кроме опрокинутой телеги.

Ключи, которые висели на поясе у берфеста, уничтожаются вместе с ним.

Смерть Вислпанка можно сделать жуткой и пугающей, либо смешной и абсурдной, в зависимости от настроения партии и желания ДМа.

Из телеги прямо к решетке выпало несколько предметов, в том числе Переносная Дыра, до которой персонажи смогут дотянутся и взять её в руки. Внутри дыры лежит мешок репы и одна тыква.

Если игроки не могут понять, что это за предмет, пускай они совершат проверку магии. Персонаж с наибольшим значением узнаёт предмет и его свойства.

Игроки должны догадаться до следующего алгоритма действий: персонаж залезает в дыру, остальные складывают её, просовывают на другую сторону решетки, раскладывают её, и персонаж вылезает.

Если игроки долго не могут догадаться, что делать, подскажите им.

СОКРОВИЩА

В телеге, которую вёз Вислпанк, можно обнаружить любые магические или ценные предметы персонажей, а также их фокусировки. Так же там лежит 3 зелья малого лечения, зелье невидимости и свиток развеяния магии.

Из остальных вещей обнаруживается: ночной колпак хороших сновидений (15 зм), бесполезный кусок стекляшки похожий на рубин(1см), латунная кружка, инкрустированная нефритом (10 зм), веревочное ожерелье, на котором висит 4 мумифицированных эльфийских пальца (проклято – невозможно снять. Надевший получает помеху на проверки харизмы.), золотая клетка для птицы, инкрустированная хризолитом (40 зм), стеклянная сфера, заполненная дымом и курительная трубка с пузырями.

2, 3. Сортировочная и цепной мост

Это большой зал с высоким потолком, где шайка Чизла сложила всё награбленное сразу после налёта, и теперь некоторые вещи, которые могут представлять существенную ценность или быть магическими, отправляются к нему лично на исследования. Одну из телег с такими вещами вёз Вислпанк.

Рядом с западным проходом стоит множество ящиков. Посреди комнаты видны ещё несколько тележек, похожих на ту, что вез Крысолюд.

Когда они приближаются к проходу, они слышат дикое ржание умирающей лошади.

Несколько осадных огров (см. приложение 4, столкновение 2) сидят в области цепного механизма моста. Один из них спит, другой заживо разрывает лошадь, поедая её. Он издевательски смеётся над тем, как бедное животное, истекая кровью, погибает, после чего он с грохотом бьёт её по голове, чтобы она не дергалась, и можно было спокойно поесть.

Огры не очень внимательны, и привыкли, что крысолюды постоянно ходят здесь. Если персонажи попытаются скрытничать, то успешная проверка Скрытности Сл 10 позволит им подходить к ящикам, не привлекая внимания Огра, занятого едой.

Если персонажи попытаются убить этих существ, или привлечь их внимание, то драться придётся с обоими, в первом раунде Огр разбудит своего сообщника.

Если персонажи захотят обмануть Огров, то успешный бросок Обмана или Убеждения сл. 10 угомонит любопытство Огра, и он возвращается к пище.

В ящиках персонажи без труда смогут отыскать все свои вещи, кучу припасов и награбленного, всё что могло бы быть в тавернах, в том числе и деревянную голову гнома.

Если персонажи убедили Огров, что они не достойны внимания, они могут попытаться открыть Главные ворота. Для этого надо вытащить небольшой колышек, сдерживающий шестерни механизма. Тогда дверь распахивается, и персонажи могут выглянуть наружу. Они видят облака под собой, и понимают, что находятся в небе.

Как только вы вытаскиваете клин из механизма, вы слышите уже знакомый вам звук открывающихся моста, распахивающегося перед вами. Яркий розовый свет немного ослепляет вас, но ваши глаза быстро привыкают, когда вы наблюдаете облака, плывущие снизу, и солнце, медленно встающее из-за горизонта. Небольшая стая птиц косяком движется прямо на вашем уровне, на расстоянии нескольких сот футов, и их крики долетают до вас. Вы в небе. Вся эта крепость как будто бы находится в небе. Легкий освежающий ветер треплет вас, и видно звёзды, ещё не успевшие скрыться за светом солнца.

Доброе утро.

4. Магическая арка

Персонажи подходят к красивой резной колонне, за которой проход принимает полукруглую форму.

Дайте им поэкспериментировать. Как только они поймут, как работает арка, они могут попасть в следующую область. Вне зависимости, какую комбинацию они выберут, назначением будет пастбище. Как только они набрали комбинацию, запишите, куда она ведет.

Например, треугольник и крест пастбище.

Следующая локация пастбище. Порядок посещения локаций указан в приложении 2а.

Пастбище

Карту пастбища можно найти в приложении 2-2.

Это место, где берфесты держат молочных животных. Они нужны для надоя и изготовления еды, преимущественно сыра. На выходе из арки небольшой каменный проход с деревянной дверью, за которой можно услышать громкие голоса, обсуждающие чтото.

Если прислушаться, то можно понять, что они обсуждают указание Чизла «Поставить охранника перед каждым этажом». Другой голос, откуда-то издалека говорит, что ему тоже неудобно таскать всюду этот арбалет, но он доверяет Чизлу, к тому же он обещал им головку одного из лучших его сыров. Первый голос недовольно соглашается, и замечает, что всё равно сбежать из темницы невозможно, так что можно расслабиться.

Это место делится на две области, разделенных деревянным забором: 1фермерская площадка, 2-загон для животных. По краям видны стены крепости.

Около бочек с водой стоит большой берфест по имени Грейфлип, он вооружен изогнутым скимитаром. Он и есть, охранник, которого поставили на этом подпространстве, и он готов сражаться. Его соратник тут – крысолюд по имени Сёрклтус, он находится в загоне и доит одну из коров. Они готовы сражаться, но могут и сдаться, как только начнут проигрывать. См. приложение 4, столкновение 3.

Если персонажи ловят их, то они могут рассказать им информацию об острове, см. в рамке «Что знают берфесты».

Что знают берфесты:

  • В крепости около 20 берфестов, и два огра, не считая пленников и животных.

  • В крепости девять разных этажей, и проход осуществляется через колонну. Они могут немного рассказать про каждую локацию в общих чертах.

  • Их главный – мистер Чизл Стинксмелл, самый умный и находчивый. Он говорит всем, что делать и все его беспрекословно слушаются.

  • Он обещал им головку чудного сыра из его коллекции за налёт. Он постоянно что-то изобретает, и исследует. Именно он нашел этот остров и поднял его в воздух.

  • Раньше в арке была чёрная жемчужина, но Чизл вытащил её оттуда. Берфесты попытаются обмануть и запутать персонажей, и не сойдутся во мнениях об адресе уровня, на который персонажи захотят пройти.

Если персонажи убивают одного из них, то второй будет мстить до конца.

1. Фермерская площадка

Тут расположено несколько бочек с водой, и несколько бочек с какой-то ярко-зеленой жидкостью, рядом с которыми стоит лейка. В углу лежит куча фермерских инструментов: вилы, лопаты, мотыги, верёвки и прочая утварь. Так же тут есть две кирки.

Рядом с корытами видны мешки с кормами для животных.

2. Загон

Загон представляет собой очень большую площадь, покрытую слоем густой травы. Это место выглядит, как пастбище для животных. Видно несколько деревьев неподалёку, и небольшой пруд у южной стены.

В загоне можно насчитать семь коров, пять овец, пять свиней, купающихся в грязи у южной стены и две кобылы.

СОКРОВИЩА

При обыске крысолюдов, можно найти у каждого по одному Зелью полёта.

При очередном использовании арки, персонажи попадут в локацию магическая кузница. Порядок посещения локаций указан в приложении 2а.

Магическая лаборатория Чизла

Это место – сборище знаний и разных магических предметов Чизла.

Как только персонажи попадают сюда из арки, они видят проход налево.

В этом проходе есть две ниши, в каждой из которых стоят красивые человеческие доспехи с золотыми обрамлениями. В дальнем конце коридора видны двойные деревянные двери.

Как только персонажи пересекут отмеченную линию, происходит столкновение 4 (см. приложение 4, столкновение 4). Они не будут преследовать их за пределами линии, но будут защищать лабораторию.

Деревянные двери в лабораторию заперты, но их можно выломать успешной проверкой Силы Сл 15.

За дверями расположена сама лаборатория. Тут три стола с подсвечниками (один ещё тёплый), за каждым из которых есть мягкие стулья. В углу у входа стоит шкаф. Он полон книг, некоторые из них о зачаровании предметов, другие – по преобразованию пространств, есть несколько книг по алхимии и книги по кулинарии. Все они написаны на разных языках.

Успешная проверка внимательности Сл 16, либо намеренный поиск скрытых механизмов раскрывает, что одна из книг, а именно «Правила этикета для слабых умом, том 3», является скрытым рычагом. Если за него потянуть, то в стене рядом со шкафом откроется потайная дверца (См. сокровища).

На одном из столов стоит подобие блюда, накрытого высоким свинцовым колпаком. Под ним находится клетка с маленькой феей, пикси. Чизл собирает с неё пыльцу для прессовки и создания топлива для кристалла, удерживающего остров в воздухе. Рядом с колпаком лежит книга «Поимка пикси в корыстных целях» за авторством некоего Пена Питерсона.

Пикси умеет говорить только на сильване, но может понимать намерения персонажей. В знак благодарности, если её отпустят, она может восстановить тому, кто это сделал, кость хитов, или ячейку заклинания, после чего она исчезнет. В клетке остаётся небольшое количество Пыльцы Пикси. На продвинутой сложности пикси восстановит 3 ячейки заклинаний и 3 кости хитов.

СОКРОВИЩА:

На одном из столов лежит магическое оружие: Меч кражи жизни, Топор храбрости.

В сундуке можно найти ещё несколько предметов: Медальон затягивающихся ран, Ночные очки, Плащ защиты, Жемчужина силы. Помимо этого, тут 1278 золотых, 421 серебряных и 369 медных монет.

За потайной дверцей: Чёрная жемчужина с лиловыми вкраплениями, которую Чизл вытащил из арки, ключ, открывающий сырную сокровищницу.

При следующем использовании арки, персонажи попадут в локацию Жилой комплекс. Порядок посещения локаций указан в приложении 2а.

Жилой комплекс и оружейная

В жилом комплексе есть несколько областей: Две казармы – области 1 и 2, Водный бассейн – 3, и Арсенал – 4. В этой локации в комнатах есть окна.

Казармы

В области первой казармы спят два крысолюда. Во второй области – несколько бодрствуют, и обсуждают, что же вкуснее, плесень или ржавчина. (см приложение 5, столкновение 5). Так же в обасти 2 посереди комнаты стоит огромное беговое колесо, в которое крысолюды периодически запрыгивают, создавая сильный шум. Они не смогут услышать персонажей, пытающихся скрываться.

В казармах рядом с кроватями полно погрызенных предметов – железные трубы, вёдра, деревянные палки. Видимо крысолюды любят точить о них зубы.

Арсенал

В области 4 можно найти арсенал – широкие заточки, копья и изогнутые скимитары среднего качества, около 10 арбалетов и много арбалетных болтов для них.

Так же тут есть полочка с двумя флаконами Паралитического Зелья.

Водный бассейн

Это комната с неглубокой ямой, полностью заполненной водой. В дальней части комнаты стоит несколько бочек. И рядом с ними видно странную металлическую бутылку. На входе в комнату висит табличка, на которой написаны слова «Ручей» и «Фонтан».

Успешная проверка внимательности Сл 15 позволяет рассмотреть надпись «Гейзер», нацарапанную на одном из камней.

Эта бутылка является Графином бесконечной воды, а слова активируют его.

При следующем использовании арки, персонажи попадут в локацию Столовая и кухня. Порядок посещения локаций указан в приложении 2а.

СОКРОВИЩА

При обыске крысолюдов, можно найти у каждого по одному Зелью полёта.

Столовая и кухня

Тут витает аромат еды, и слышен отдалённый грохот посуды. В области 1 находится столовая, в области 2 – кухня. Карту локации см. в Приложении 2-5.

На в столовой сидит три крысолюда, и ещё двое занимаются готовкой на кухне (см. приложение 4, столкновение 6). Если кто-то в столовой замечает персонажей, то один из них сразу же отправится на кухню за подмогой, крича «Снежок, снежок!»

Через два раунда, из кухни выбегут ещё два крысолюда, и один из них – альбинос по кличке Снежок.

Эти крысолюды будут сражаться до конца.

Тут нет ничего за исключением еды и посуды. Единственное, чем можно поживиться – довольно-таки недурственный обед, из разграбленной таверны. Тут возможен короткий отдых.

СОКРОВИЩА

При обыске крысолюдов, можно найти у каждого по одному Зелью полёта.

При следующем использовании арки, персонажи попадут в локацию комната с кристаллом. Порядок посещения локаций указан в приложении 2а.

Комната с кристаллом

Эта единственная локация, которая находится под землёй. Из арки персонажи попадают в очень тёмный проход с вырытыми в земле стенами, ощущение, что он ведёт немного вниз.

В конце этого извилистого прохода длиной 60 футов стоит деревянная дверь, из-за которой виден розовый свет. Прислушиваясь, персонажи слышат шипение, как будто что-то горит. Дверь не заперта, и персонажи попадают в комнату, как будто вырубленную в породе. Пол в этом месте представляет собой цельную каменную плиту, испещренную цифрами, стрелками, линиями и правками, напоминающими огромный чертёж.

Центром этого чертежа является здоровенный, размером с полурослика, кварцевый кристалл, зафиксированный в земле. Розовый свет исходит от него. Дварфы, разбирающиеся в камнях, могут понять, что это за камень. В кристалле есть небольшая выемка, в которой что-то горит, но пламя от этого горения яркоголубое. Шипение исходит оттуда.

Так же в комнате есть странное приспособление с рычагом. На этом устройстве видно отверстие со следами пыльцы на нём, и бутыль с какой-то жидкостью, перевернутую вверх дном, и вставленную на половину внутрь.

Это пресс для пыльцы, благодаря которому Чизл создаёт более эффективное топливо для поддержания замка в воздухе. Назначение устройства можно понять с помощью успешной проверки Анализа Сл.17.

На ящике прямо рядом с кристаллом лежит около двадцати блестящих пластин – готовое топливо для кристалла. Рядом с этими пластинами лежат длинные металлические щипцы, немного оплавившиеся от жара, и варежки. Под этим ящиком находится люк, который ведёт наружу с острова. Его может обнаружить успешная проверка внимательности Сл 14.

Видно, что одна из таких пластин в данный момент горит внутри кристалла. Горение является алхимическим процессом, но в самом кристалле чувствуется какая-то магия преобразования.

Пламя сильно обжигает.

Есть вариант, что персонажи захотят воспользоваться свитком развеяния магии по отношению к этому кристаллу. Это встряхнёт всю лабораторию, и на несколько секунд она начнёт падать вниз. Спустя эти несколько мгновений, кристалл снова загорится, и остров вновь обретёт устойчивую левитацию. Однако, их действия не останутся незамеченными. При желании ДМ может окончательно развеять магию кристалла. Остров начнет падать, и у персонажей будет мало времени, чтобы спастись.

При следующем использовании арки, персонажи попадут в локацию Сырная сокровищница. Порядок посещения локаций указан в приложении 2а.

Сокровищница сыра

Это то, чем Чизл Дорожит даже больше, чем своей командой. Это его сокровищница.

Главным направлением алхимических исследований Стинксмелла является поиск идеального, самого вкусного сыра. Он, как и все Берфесты, обожает сыр. Сыыыр!

Когда персонажи выходят из арки, они видят комнату, полностью выложенную каменной кладкой, и находят в ней три камня с дырами, напоминающими замочную скважину. На каждом камне указан порядковый номер скважины.

Во все три скважины можно вставить ключ, но только одна из них открывает вход в сокровищницу, а две другие вызывают срабатывание ловушек. Правильная скважина – третья.

Если персонажи используют правильную скважину, то часть стены отъезжает назад и поднимается вверх, образуя проход. Все персонажи слышат аромат великолепного сыра, и видят источник света – сыр под стеклянным колпаком, совершенный сыр.

Когда они проходят внутрь они видят три стеллажа с сыром самых разных сортов и видов, суммарно можно насчитать около тринадцати больших головок сыра.

Ловушки

Две ложные скважины активизируют ловушки.

Первая скважина находится в стене, и активирует ловушку с дротиками. Те, кто стоят у стены должны совершись спасбросок Ловкости Сл 16, иначе дротики причиняют им 1d6+2 колющего урона.

Вторая скважина расположена в полу, и активирует ловушку яму. Тот, кто стоит на ней, должен совершись спасбросок Ловкости Сл 15, иначе он падает в яму, и получает 2d6 дробящего урона. Если одна ловушка была активирована, то спасбросок от второй можно совершить с преимуществом.

СОКРОВИЩА

Среди прочих, можно найти и попробовать:

На изящном столике в середине стоит блюдо со стеклянным колпаком, под которым как будто изнутри светится самое дорогое достояние Чизла – Совершенный сыр.

Это наилучший сыр, который он смог получить на данный момент. Скорее всего, это лучший сыр во всей вселенной. Если персонажи съедают его, то происходит эффект, равносильный длительному отдыху. Такой сыр может стоить как минимум 20 000 золотых монет, и является очень редким предметом. Если персонажи съедают его, то Чизл будет разъярён. И захочет убить персонажей на месте.

При следующем использовании арки, персонажи попадут в локацию Алхимическая лаборатория. Порядок посещения локаций указан в приложении 2а.

Алхимическая лаборатория

Это алхимическая лаборатория, в которой Чизл Стинксмелл проводит большую часть времени. Тут произойдет финальное столкновение персонажей с главным антагонистом крепости. Она представляет из себя довольно просторную комнату с двумя окнами, за-крытыми ставнями, и высоким потолком в два с половиной человеческих роста. (см. карту «Алхимическая лаборатория» в приложении 2-8).

Под потолком можно разглядеть висящие там засушенные трупы гоблинов, людей и каких-то темнокожих карликов. У многих отрублены пальцы на руках и ногах. Между ними с трудом проглядываются какие-то клетки, похожие на клетки для птиц. Успешная проверка внимательности Сл 19 раскрывает, что прямо на входе в комнату, над аркой есть подобие решетчатых ворот. Её сложно разглядеть среди прочего висящего под потолком хлама.

Можно разобрать самые разные запахи, начиная от ромашки и заканчивая слабыми ароматами тухлых яиц.

Вдоль стен расставлены стеллажи с полками и различным содержимым на них. Множество различных склянок самых разнообразных форм. В некоторых из них видны какие-то жидкости и порошки, другие пусты. В одном из шкафов множество коробок с различными растениями, корешками и относительно редкими алхимическими ингредиентами. В двух местах стоят котлы, но судя по всему, они абсолютно пусты.

В центре комнаты стоит огромный деревянный стол с несколькими открытыми книгами и журналами с записями. Так же на столе стоит клетка с двумя обычными крысами, имена которых Чейл и Дип.

Прямо у противоположной от арки стены стоит большая панель с разными светящимися камнями, рычагами и плитами. По бокам от панели в огромных стеклянных ёмкостях величиной с человеческий рост, заполненных жидкостью, плавают какие-то уродливые создания. С левой стороны – Ксварт, с правой – Крылатый кобольд, и они не подают признаков жизни.

Когда персонажи попадают в комнату впервые, опишите её.

Берфест, чуть меньше, чем остальные, стоит спиной к вам около стола, и что-то нарезает. На спине у него изумрудный плащ с капюшоном, который в данный момент спущен. Правое ухо целиком белое, и оно меньше левого. На спине у него красуется очень малых размеров, красивый арбалет с золотыми вкраплениями.

Он завершает нарезку, и отходит к панели, произнося: «Поставь её к столу, Вислпанк. Ты наконец то смазал тележку?» После этого он, не оборачиваясь в вашу сторону подходит к большой панели. После чего замирает, и начинает активно принюхиваться. Он оборачивается на персонажей, и становится понятно, что этот крысолюд и есть Чиззл Стинксмелл.

Чизл – тот, кто собирается продать людей в рабство некоей Дриелле О’Дрис. Он заключил с ней сделку: рабы в обмен на несколько галлонов с молоком единорога, и не сильно вдавался в подробности. Молоко необходимо ему для приготовления нового вида сыра и экспериментов, и его желание заполучить его очень велико. Он готов пойти на жертвы ради него. Но всё же его собственная жизнь для него важнее.

Если персонажи складывают оружие, и не хотят драться, Чизл с удовольствием воспользуется этим раундом сюрприза.

Отыгрыш Чиззла Стинксмелла.

Как только он увидит партийцев, он спросит, «А вы кто ещё такие?», после чего нажмет кнопку, и потянет за рычаг на панели, разворачиваясь к ним. Кнопка выталкивает всех врагов из арки в комнату, а рычаг опускает решетчатую дверь, и выключает арку.

Он будет крайне недоволен и удивлён, но по запаху сыра, исходящему от персонажей, может догадаться, откуда они к нему идут.

Если персонажи упоминают, что они распробовали весь его сыр и убили часть команды, Чизл начнёт вести себя как сумасшедший, и спустя пару фраз начнёт бой. (см. бой с Чизлом)

В ответ на любые требования персонажей, Он выдвигает свои требования: сдаться, сложить оружие и тогда он отпустит их. Разумеется, он врёт.

Он намеревается убить их в любом случае.

Если персонажи бесцеремонны, и начинают предпринимать какие-то активные действия, то он бешено смеётся, произнося «В вас будет больше дырок, чем в моём любимом сыре!» и начинается бой.

Бой с Чизлом

См. Приложение 4, столкновение 7.

Финальная драка с Чизлом состоит из трёх этапов.

За время боя многие склянки могут быть опрокинуты, и неожиданные реакции могут наполнить комнату едким дымом, помогая Чизлу сбежать в конце боя, создавая помехи для игроков.

Так же нужно отметить, что панель управления островом является важной постройкой, которую персонажам лучше не ломать. У панели 15 хитов, её КД равен 10. Если персонаж сильно промахивается, то он может угодить в панель, разрушая её.

Первый этап.

Начало боя Бой начинается с того, что Чизл выпивает Недоваренное зелье огненного дыхания, и выдыхает конус пламени на персонажей.

В случае игры на Продвинутой сложности, это будет обычное зелье огненного дыхания.

Вторым ходом Чизл активирует с панели управления электрическую цепь (10 хитов) (обозначена пунктиром на карте), которая раз в 2 раунда активируется, и наносит урон 1d4 электричеством всем существам, которые находятся рядом с ней. Бонусным действием он будет снова выдыхать конус пламени.

Далее до второго этапа бой проходит по усмотрению мастера.

Второй этап. «Они живые, живые!!!»

Здесь описан режим боя для начального уровня сложности. Второй этап боя на продвинутом уровне сложности отличается, и описан в приложении 4.

Переход ко второму этапу осуществляется, когда у Чизла остаётся 20 хитов или меньше.

Проклиная персонажей, Чизл надевает капюшон, и становится невидимым. Он подбирается к панели управления, и дергает набор рычагов.

Сверху падают несколько трупов (от двух до четырёх). Чизл кидает в них какую-то склянку с зельем, которая разбивается, и её содержимое как будто впитывается в них. Они восстают как оживлённые.

Своим следующим ходом крысолюд разобьёт огромные склянки по бокам от панели управления, выпустив существ, находящихся там. Они будут настроены враждебно по отношению к персонажам.

Это даст Чизлу время перевести дух и выпить зелье большого лечения. В этот момент его невидимость оканчивается, и он сражается в обычном режиме. Третий этап начинается, когда у крысолюда остаётся 16 здоровья или менее.

Третий этап. «Тактическое бегство»

Когда у Чизла остаётся мало здоровья, он попытается сбежать. У него будет два варианта. Либо он выпьет зелье полёта и попытается прыгнуть в окно, либо он попытается прошмыгнуть в арку, предварительно открыв её.

Его цель – добраться до кристалла, вытащить топливо и выбросить его, после чего, используя зелье полёта, покинуть падающий остров, оставив партию на прооизвол судьбы. Если ему удастся этот план, то переходите к концовке «Мы все умрём»

В одном из раундов он открывает окно. Киньте d20 за Чизла. Если выпадает высокое значение (16 и больше), то на улице туманно. Судя по всему, остров пролетает через высокое облако, и Чизл может попытаться скрыться за пределами видимости. Иначе ему не везёт, и на улице ясно в данный момент.

Тогда он постарается продвинуться к панели, поднимет решетку, включит арку и попытается быстро прошмыгнуть к кристаллу.

В случае, если панель управления разрушена, или у него на этот момент остаётся меньше 5 хитов, он сдаётся, потому что слишком боится за свою жизнь.

Погоня

Если Чизлу удастся вылететь в окно, то он полетит сначала за пределы острова, чтобы вырваться из подпространства лаборатории, после чего попытается попасть в крепость через основной мост. До Огров сложно достучаться, и он потратит около пяти раундов просто ожидая, пока Огры опустят мост. Персонажи могут воспользоваться зельями полёта и последовать за ним, добив его там.

Если Чизл сумеет проскользнуть в арку более-менее живым, то он попытается воплотить свой план, и скрыться, прыгая в люк. На это у него уйдет примерно 3 раунда.

Развязки

В приключении предусмотрено несколько развязок. Но ничто не мешает вам придумать вашу собственную.

В приложении 2б указана схема, по которой можно однозначно определить, к какой развязке из представленных, ведёт приключение.

Чизл сдался. Закон и порядок

В случае, если у Чизла остаётся меньше пяти хитов, он тут же сдаётся, моля о пощаде. В этом случае персонажи могут либо придать его правосудию, либо попытаться казнить.

Чизл говорит, что действительно никого не убил, давя на то что все пленники живы, целы и невредимы. Он считает, что не заслуживает смерти. К тому же остров вот-вот настигнет Серогорье, где необходимо маневрировать, а у партии как раз нету рулевого. В этот раз он не врёт.

В случае, если персонажи пощадят его, он будет следовать указаниям персонажей. Если панель управления сломана, то он легко починит её, и будет дальше подчиняться указаниям персонажей под страхом смерти. Если партия намеревается его казнить, то он вновь попытается сбежать.

Смерть Стинксмелла

В случае гибели Чизла события могут развиваться в двух направлениях, в зависимости от состояния панели управления.

Благополучное возвращение

Если панель управления в рабочем состоянии, то персонажи смогут разобраться, как управлять островом, и вернутся в Редвуд со всеми похищенными пленниками.

Если панель сломана, то персонажи могут постараться привести её в рабочее состояние, преуспев в проверке навыка Анализ Сл 18, который разрешается совершить с преимуществом в случае, если ктолибо разбирается в механизмах или пользуется ремесленными инструментами, и тогда панель тоже считается работоспособной. При провале панель окончательно разваливается.

Эвакуация

Если это не удалось, то панель считается разрушенной, а остров движется прямо в одну из горных вершин. У героев есть около часа и они должны решать, что делать дальше. Они могут найти здесь алхимический журнал Чизла и способны приготовить достаточно зелья полёта для всех пленников за решетками.

Ещё герои могут рискнуть воспользоваться межпланарным пространством, и забраться туда вместе с пленными. Там они могут переждать столкновение с горой. После крушения лаборатории межпланарное пространство арки схлопывается и выталкивает всех существ на план, из которого они туда попали. При этом каждое существо получает 1d8 урона, и появляется недалеко от арки. Вследствие крушения арка уничтожается, превращаясь в груду камней.

Мы все умрём

Чизлу удалась его задумка, и остров летит прямиком вниз. Столкновение неизбежно. У персонажей есть несколько мгновений, чтобы решить, что делать. Им остаётся думать уже о собственном выживании, потому что людей в темницах, скорее всего, спасти не удастся.

Один из вариантов – воспользоваться всеми зельями полёта, которые у них есть, и покинуть остров.

Второй вариант – переждать столкновение в межпланарном пространстве.

После крушения лаборатории межпланарное пространство арки схлопывается и выталкивает всех существ на план, из которого они туда попали. При этом каждое существо получает 1d8 урона, и появляется в свободном пространстве на руинах и обломках. Вследствие крушения арка уничтожается, превращаясь в груду камней.

Есть и третий вариант. Если персонажи так и не придумают, что делать, то, когда падающий остров врезается в землю, или скалу, всё живое внутри сжимается и выворачивается наизнанку. Арка ломается, и все вложенные пространства (кроме межпланарного) разворачиваются в реальный мир, с огромным скрежетом и тучей камней, которые разлетаются во все стороны. Арка уничтожается. Каждый персонаж, который не позаботился о себе, получит 20d6 урона от падения и будет погребён под камнями. И вряд ли их кто-то оттуда вытащит. Хотя кто знает?

","markdown":"Персонажи попадают в лабораторию Чизла Стинксмелла, которая представляет собой небольшой летающий остров, обнесенный каменной стеной, с большим количеством вложенных карманных подпространств. \n\nЕдинственное здание, доступное снаружи – главные ворота с камерами, куда и заносят персонажей и всех, кто был в таверне, а также их вещи. Далее персонажей относят в одну из камер и запирают там. \n\nУ каждого **Берфеста** в крепости есть при себе зелье полёта. Чизл предусмотрительно приготовил его для своих слуг, на случай, если в небе что-то пойдет не так. \n\n## Магическая арка \n\nВся навигация в этом месте проходит через магическую арку, которая является центральным узлом и одним из главных достояний этой лаборатории. На каждом из уровней есть выход к ней. \n\nОна представляет из себя постройку из очень прочного камня, сделанную в виде полуцилиндра с резной колонной в центре. Высотой она в около 20 футов, радиус цилиндра около 5 футов. (см. Приложение 2а) \n\nНа колонне с лицевой стороны расположен механизм управления – два круглых диска которые можно вращать. Они вращаются легко. Один диск поделен на три сектора с символами. Другой на четыре сектора с цветными камнями, однако одного камня явно не хватает. Между этими дисками расположена нажимная плита. (см. приложение 2а) \n\nСЕКТОРА ПЕРВОГО ДИСКА: \n* Золотой Камень, Гелиодор\n* Красный Камень, Родолит\n* Синий Камень, Аквамарин\n* Гнездо для ещё одного камня, которого нет. \n\nСЕКТОРА ВТОРОГО ДИСКА: \n* Круг ◯ \n* Треугольник △ \n* Крест ✕ \n\nВращая диск и нажимая на плиту можно настроить переход между двумя областями. \n\nИгроки могут выставить любую комбинацию на дисках **(кроме секции с отсутствующим камнем, в этом случае плита не нажмётся)**, нажать плиту, после чего они услышат колдовские звуки, которые через секунду стихнут. Диски вернутся в исходное положение, и выбранная комбинация (пункта назначения) будет слабо подсвечена. Если персонаж пройдет за колонной, то на выходе будет уже другая область. Пространство за колонной не подчиняется евклидовым законам. Для тех, кто видит, как кто-то заходит за колонну, он просто исчезает за ней, не появляясь с противоположной стороны. Подробнее о том, как работает арка см. приложение 2б. \n\nЕсли переход не использовался последние 5 минут, связь прерывается, и камни гаснут. Те, кто пройдут за колонной в этом случае, просто обойдут её, появляясь с противоположной стороны. Арку невозможно сдвинуть с места. \n\n**Магическая арка обозначена звездой на всех картах из приложения 2.**\n\n#### ПРИМЕР ИСПОЛЬЗОВАНИЯ: \n\nДопустим, Берфест подходит к механизму. Он двигается из Темниц (1) и хочет попасть в Жилой комплекс (4). \n\nКогда он подходит к колонне, на дисках **исходное положение:** круг на первом диске, и синий камень на втором. Он вращает диски так, чтобы на первом оказался треугольник, а на втором – золотой камень, и нажимает плиту. Диски приходят в движение, занимают исходное положение, и на них подсвечиваются треугольник и золотой камень. Когда они останавливаются, слышен звук переключения пространств. Пользователь смело заходит за колонну и выходит в другую локацию, в которой своё исходное положение: треугольник золотой камень. \n\n#### ВАЖНО \n\nЧизл вытащил один из камней, а именно черную жемчужину из диска с камнями. Жемчужина открывала в колонне проход в межпланарное пространство, которое он счёл опасным. Он хранит черную жемчужину в своей магической лаборатории. \n\nВ приложении 2а приведен рекомендованный порядок посещения локаций. По нему определяется, в какую локацию попадёт группа при введении комбинации, не задействованной до этого.\n\n### Черная жемчужина. \n\nЕсли вставить в диск с недостающим камнем чёрную жемчужину, то она намертво прикрепится к гнезду, а из арки донесётся зловещий шепот. Далее, если выставить в качестве точки назначения сектор с чёрной жемчужиной, то второй диск начнет вращаться сам по себе, и не остановится до тех пор, пока не выберут другой камень на диске с камнями. Жемчужина открывает вход в тёмное бесконечное пространство с редко возникающими завораживающими пульсирующими раскатами розового света. За аркой – невесомость и абсолютная тишина, которую нельзя ничем нарушить. Существа за ней теряют необходимость к дыханию. Единственное свидетельство реального плана здесь – арка, которая висит буквально в пустоте. Тем не менее, её легко разглядеть. Существо может находится тут около часа, после чего должно **совершить Спасбросок Мудрости Сл 7**. В случае провала существо очаровывается этим местом, и будет хотеть остаться тут как можно дольше. Сложность спасброска увеличивается на 2 каждый час, проведенный здесь. \n\n## Темницы и сортировочная\n\nЭто первое, внешнее пространство, связывающее остальную лабораторию и внешний мир. В области 1 находятся камеры пленников, область 2 – сортировочная, область 3 – Механизм цепного моста, 4 – Магическая арка. Карта области есть в приложении 2-1. \n\n### 1. Камеры пленников\n\nСпустя какое-то время персонажи приходят в себя в каменной комнате с решеткой вместо одной из стен. У них над головами, в потолке находится несколько решетчатых прорезей, в которых видно чистое небо без облаков, и через них в камеру попадает свет. \n\nПерсонажи чувствуют себя хорошо отдохнувшими, но при них нет ни оружия, ни их вещей. Только одежда. В углу стоит ведро для отходов. Персонажи видят за решеткой длинный проход и точно такую же камеру напротив. В ней видно некоторых людей из таверны, которые, судя по всему, находятся без сознания. В остальных камерах тоже люди без сознания. \n\nСпустя несколько минут после того, как все персонажи очнулись и думают, что делать дальше, они слышат звук скрипящей телеги. Это один из прислуги Чизла по имени Вислпанк. Он движется из сортировочной, с небольшой тачкой, в которой лежит награбленное, выглядещее хоть сколько-нибудь ценным. Персонажи замечают, что у него на поясе висит связка ключей.\n\nОн слышит разговоры персонажей, и понимает, что они пришли в себя. Он хочет немного подразнить их, но скорее от скуки, нежели со злобы.\n\n>#### Отыгрыш Вислпанка.\n\n> Вислпанк – крысолюд, который немного шепелявит. Он поинтересуются как персонажи себя чувствуют и скажет, чтобы они набирались сил, потому что в рабстве они им понадобятся. \n\n> Вислпанк не будет скрывать, что их украли, чтобы отдать в рабство, но он не знает, кому и зачем. Чизл обещал головку сыра за успешное дело, и они её вот-вот получат. \n\n>Так же он может подразнить пленников связкой ключей, и будет протягивать их и отдергивать в последний момент. \n\nВислпанк понимает, что ничто ему не угрожает. Он может даже наиграно произнести: «А что это у меня здесь, не ваши ли вещи?» и достать несколько вещей персонажей. \n\nКак бы игроки себя не вели, через минуту Вислпанк достанет несколько предметов, например, чёрный огранённый камень, амулет какого-то бога, и деревянную кружку. По желанию ДМ может заменить их на любые другие безделушки. \n\nВислпанк начнёт жонглировать этими предметами прямо перед решеткой. Через несколько итераций, либо если его отвлекут, он уронит один из предметов. Сегодня у него неудачный день. Когда предмет падает на каменный пол, он раскалывается, а магия, заключённая в нём, вырывается наружу, и уничтожает Вислпанка. Он пытается ухватиться за что-либо, опрокидывает телегу, но магия полностью уничтожает его.\n\n>Кажется, этот предмет не рад участи быть игрушкой для жонглирования. Когда он падает, вы видите, как языки чёрного пламени жадно вырываются из амулета, и устремляются к Берфесту. Пламя начинает прожигать его глаза, и продолжают свой путь внутрь его тела. Вислпанк бешено мечется и пытается за что-то ухватиться, нащупывает телегу и опрокидывает её в вашу сторону. Его движения быстро замедляются, он выгорает, но от него не остаётся даже пепла. И он, и амулет полностью аннигилируются, и через несколько мгновений уже ничто не свидетельствует о произошедшем, кроме опрокинутой телеги. \n\n>Ключи, которые висели на поясе у берфеста, уничтожаются вместе с ним.\n\nСмерть Вислпанка можно сделать жуткой и пугающей, либо смешной и абсурдной, в зависимости от настроения партии и желания ДМа. \n\nИз телеги прямо к решетке выпало несколько предметов, в том числе **Переносная Дыра**, до которой персонажи смогут дотянутся и взять её в руки. Внутри дыры лежит мешок репы и одна тыква. \n\nЕсли игроки не могут понять, что это за предмет, пускай они совершат проверку магии. Персонаж с наибольшим значением узнаёт предмет и его свойства. \n\nИгроки должны догадаться до следующего алгоритма действий: персонаж залезает в дыру, остальные складывают её, просовывают на другую сторону решетки, раскладывают её, и персонаж вылезает. \n\nЕсли игроки долго не могут догадаться, что делать, подскажите им. \n\n#### СОКРОВИЩА \n\nВ телеге, которую вёз Вислпанк, можно обнаружить любые магические или ценные предметы персонажей, а также их фокусировки. Так же там лежит **3 зелья малого лечения, зелье невидимости и свиток развеяния магии**. \n\nИз остальных вещей обнаруживается: ночной колпак хороших сновидений (15 зм), бесполезный кусок стекляшки похожий на рубин(1см), латунная кружка, инкрустированная нефритом (10 зм), веревочное ожерелье, на котором висит 4 мумифицированных эльфийских пальца (проклято – невозможно снять. Надевший получает помеху на проверки харизмы.), золотая клетка для птицы, инкрустированная хризолитом (40 зм), стеклянная сфера, заполненная дымом и курительная трубка с пузырями. \n\n### 2, 3. Сортировочная и цепной мост \n\nЭто большой зал с высоким потолком, где шайка Чизла сложила всё награбленное сразу после налёта, и теперь некоторые вещи, которые могут представлять существенную ценность или быть магическими, отправляются к нему лично на исследования. Одну из телег с такими вещами вёз Вислпанк. \n\nРядом с западным проходом стоит множество ящиков. Посреди комнаты видны ещё несколько тележек, похожих на ту, что вез Крысолюд. \n\nКогда они приближаются к проходу, они слышат дикое ржание умирающей лошади. \n\nНесколько **осадных огров (см. приложение 4, столкновение 2)** сидят в области цепного механизма моста. Один из них спит, другой заживо разрывает лошадь, поедая её. Он издевательски смеётся над тем, как бедное животное, истекая кровью, погибает, после чего он с грохотом бьёт её по голове, чтобы она не дергалась, и можно было спокойно поесть.\n\nОгры не очень внимательны, и привыкли, что крысолюды постоянно ходят здесь. Если персонажи попытаются скрытничать, то **успешная проверка Скрытности Сл 10** позволит им подходить к ящикам, не привлекая внимания Огра, занятого едой. \n\nЕсли персонажи попытаются убить этих существ, или привлечь их внимание, то драться придётся с обоими, в первом раунде Огр разбудит своего сообщника. \n\nЕсли персонажи захотят обмануть Огров, то успешный бросок **Обмана или Убеждения сл. 10** угомонит любопытство Огра, и он возвращается к пище.\n\nВ ящиках персонажи без труда смогут отыскать все свои вещи, кучу припасов и награбленного, всё что могло бы быть в тавернах, в том числе и деревянную голову гнома. \n\nЕсли персонажи убедили Огров, что они не достойны внимания, они могут попытаться открыть Главные ворота. Для этого надо вытащить небольшой колышек, сдерживающий шестерни механизма. Тогда дверь распахивается, и персонажи могут выглянуть наружу. Они видят облака под собой, и понимают, что находятся в небе.\n\n>Как только вы вытаскиваете клин из механизма, вы слышите уже знакомый вам звук открывающихся моста, распахивающегося перед вами. Яркий розовый свет немного ослепляет вас, но ваши глаза быстро привыкают, когда вы наблюдаете облака, плывущие снизу, и солнце, медленно встающее из-за горизонта. Небольшая стая птиц косяком движется прямо на вашем уровне, на расстоянии нескольких сот футов, и их крики долетают до вас. Вы в небе. Вся эта крепость как будто бы находится в небе. Легкий освежающий ветер треплет вас, и видно звёзды, ещё не успевшие скрыться за светом солнца. \n\n>Доброе утро. \n\n### 4. Магическая арка\n\nПерсонажи подходят к красивой резной колонне, за которой проход принимает полукруглую форму. \n\nДайте им поэкспериментировать. Как только они поймут, как работает арка, они могут попасть в следующую область. Вне зависимости, какую комбинацию они выберут, назначением будет пастбище. Как только они набрали комбинацию, запишите, куда она ведет. \n\nНапример, треугольник и крест пастбище. \n\nСледующая локация **пастбище**. Порядок посещения локаций указан в приложении 2а. \n\n## Пастбище \n\nКарту пастбища можно найти в приложении 2-2. \n\nЭто место, где берфесты держат молочных животных. Они нужны для надоя и изготовления еды, преимущественно сыра. На выходе из арки небольшой каменный проход с деревянной дверью, за которой можно услышать громкие голоса, обсуждающие чтото. \n\nЕсли прислушаться, то можно понять, что они обсуждают указание Чизла «Поставить охранника перед каждым этажом». Другой голос, откуда-то издалека говорит, что ему тоже неудобно таскать всюду этот арбалет, но он доверяет Чизлу, к тому же он обещал им головку одного из лучших его сыров. Первый голос недовольно соглашается, и замечает, что всё равно сбежать из темницы невозможно, так что можно расслабиться. \n\nЭто место делится на две области, разделенных деревянным забором: 1фермерская площадка, 2-загон для животных. По краям видны стены крепости. \n\nОколо бочек с водой стоит большой **берфест** по имени Грейфлип, он вооружен изогнутым скимитаром. Он и есть, охранник, которого поставили на этом подпространстве, и он готов сражаться. Его соратник тут – крысолюд по имени Сёрклтус, он находится в загоне и доит одну из коров. Они готовы сражаться, но могут и сдаться, как только начнут проигрывать. См. приложение 4, столкновение 3. \n\nЕсли персонажи ловят их, то они могут рассказать им информацию об острове, см. в рамке «Что знают берфесты».\n\n> #### Что знают берфесты: \n\n> * В крепости около 20 берфестов, и два огра, не считая пленников и животных. \n\n> * В крепости девять разных этажей, и проход осуществляется через колонну. Они могут немного рассказать про каждую локацию в общих чертах. \n\n> * Их главный – мистер Чизл Стинксмелл, самый умный и находчивый. Он говорит всем, что делать и все его беспрекословно слушаются. \n\n> * Он обещал им головку чудного сыра из его коллекции за налёт. Он постоянно что-то изобретает, и исследует. Именно он нашел этот остров и поднял его в воздух. \n\n> * Раньше в арке была чёрная жемчужина, но Чизл вытащил её оттуда. Берфесты попытаются обмануть и запутать персонажей, и не сойдутся во мнениях об адресе уровня, на который персонажи захотят пройти.\n\nЕсли персонажи убивают одного из них, то второй будет мстить до конца. \n\n### 1. Фермерская площадка \n\nТут расположено несколько бочек с водой, и несколько бочек с какой-то ярко-зеленой жидкостью, рядом с которыми стоит лейка. В углу лежит куча фермерских инструментов: вилы, лопаты, мотыги, верёвки и прочая утварь. Так же тут есть две кирки. \n\nРядом с корытами видны мешки с кормами для животных. \n\n### 2. Загон \n\nЗагон представляет собой очень большую площадь, покрытую слоем густой травы. Это место выглядит, как пастбище для животных. Видно несколько деревьев неподалёку, и небольшой пруд у южной стены. \n\nВ загоне можно насчитать семь коров, пять овец, пять свиней, купающихся в грязи у южной стены и две кобылы. \n\n#### СОКРОВИЩА \n\nПри обыске крысолюдов, можно найти у каждого по одному **Зелью полёта**. \n\nПри очередном использовании арки, персонажи попадут в локацию **магическая кузница**. Порядок посещения локаций указан в приложении 2а. \n\n## Магическая лаборатория Чизла \n\nЭто место – сборище знаний и разных магических предметов Чизла. \n\nКак только персонажи попадают сюда из арки, они видят проход налево. \n\nВ этом проходе есть две ниши, в каждой из которых стоят красивые человеческие доспехи с золотыми обрамлениями. В дальнем конце коридора видны двойные деревянные двери. \n\nКак только персонажи пересекут отмеченную линию, происходит столкновение 4 (см. приложение 4, столкновение 4). Они не будут преследовать их за пределами линии, но будут защищать лабораторию. \n\nДеревянные двери в лабораторию заперты, но их можно выломать **успешной проверкой Силы Сл 15**. \n\nЗа дверями расположена сама лаборатория. Тут три стола с подсвечниками (один ещё тёплый), за каждым из которых есть мягкие стулья. В углу у входа стоит шкаф. Он полон книг, некоторые из них о зачаровании предметов, другие – по преобразованию пространств, есть несколько книг по алхимии и книги по кулинарии. Все они написаны на разных языках. \n\n**Успешная проверка внимательности Сл 16**, либо намеренный поиск скрытых механизмов раскрывает, что одна из книг, а именно «Правила этикета для слабых умом, том 3», является скрытым рычагом. Если за него потянуть, то в стене рядом со шкафом откроется потайная дверца (См. сокровища). \n\nНа одном из столов стоит подобие блюда, накрытого высоким свинцовым колпаком. Под ним находится клетка с маленькой феей, пикси. Чизл собирает с неё пыльцу для прессовки и создания топлива для кристалла, удерживающего остров в воздухе. Рядом с колпаком лежит книга «Поимка пикси в корыстных целях» за авторством некоего Пена Питерсона. \n\nПикси умеет говорить только на сильване, но может понимать намерения персонажей. В знак благодарности, если её отпустят, она может восстановить тому, кто это сделал, кость хитов, или ячейку заклинания, после чего она исчезнет. В клетке остаётся небольшое количество **Пыльцы Пикси**. На продвинутой сложности пикси восстановит 3 ячейки заклинаний и 3 кости хитов. \n\n#### СОКРОВИЩА:\n\nНа одном из столов лежит магическое оружие: **Меч кражи жизни**, **Топор храбрости**. \n\nВ сундуке можно найти ещё несколько предметов: **Медальон затягивающихся ран**, **Ночные очки**, **Плащ защиты**, **Жемчужина силы**. Помимо этого, тут 1278 золотых, 421 серебряных и 369 медных монет. \n\nЗа потайной дверцей: **Чёрная жемчужина с лиловыми вкраплениями**, которую Чизл вытащил из арки, **ключ, открывающий сырную сокровищницу**. \n\nПри следующем использовании арки, персонажи попадут в локацию **Жилой комплекс**. Порядок посещения локаций указан в приложении 2а. \n\n## Жилой комплекс и оружейная \n\nВ жилом комплексе есть несколько областей: Две казармы – области 1 и 2, Водный бассейн – 3, и Арсенал – 4. В этой локации в комнатах есть окна. \n\n### Казармы \n\nВ области первой казармы спят два крысолюда. Во второй области – несколько бодрствуют, и обсуждают, что же вкуснее, плесень или ржавчина. (см приложение 5, столкновение 5). Так же в обасти 2 посереди комнаты стоит огромное беговое колесо, в которое крысолюды периодически запрыгивают, создавая сильный шум. Они не смогут услышать персонажей, пытающихся скрываться. \n\nВ казармах рядом с кроватями полно погрызенных предметов – железные трубы, вёдра, деревянные палки. Видимо крысолюды любят точить о них зубы. \n\n### Арсенал \n\nВ области 4 можно найти арсенал – широкие заточки, копья и изогнутые скимитары среднего качества, около 10 арбалетов и много арбалетных болтов для них. \n\nТак же тут есть полочка с двумя флаконами **Паралитического Зелья**. \n\n### Водный бассейн\n\nЭто комната с неглубокой ямой, полностью заполненной водой. В дальней части комнаты стоит несколько бочек. И рядом с ними видно странную металлическую бутылку. На входе в комнату висит табличка, на которой написаны слова «Ручей» и «Фонтан». \n\n**Успешная проверка внимательности Сл 15** позволяет рассмотреть надпись «Гейзер», нацарапанную на одном из камней. \n\nЭта бутылка является **Графином бесконечной воды**, а слова активируют его. \n\nПри следующем использовании арки, персонажи попадут в локацию **Столовая и кухня**. Порядок посещения локаций указан в приложении 2а. \n\n#### СОКРОВИЩА\n\nПри обыске крысолюдов, можно найти у каждого по одному **Зелью полёта**. \n\n## Столовая и кухня\n\nТут витает аромат еды, и слышен отдалённый грохот посуды. В области 1 находится столовая, в области 2 – кухня. Карту локации см. в Приложении 2-5. \n\nНа в столовой сидит три крысолюда, и ещё двое занимаются готовкой на кухне (см. приложение 4, столкновение 6). Если кто-то в столовой замечает персонажей, то один из них сразу же отправится на кухню за подмогой, крича «Снежок, снежок!» \n\nЧерез два раунда, из кухни выбегут ещё два крысолюда, и один из них – альбинос по кличке Снежок. \n\nЭти крысолюды будут сражаться до конца. \n\nТут нет ничего за исключением еды и посуды. Единственное, чем можно поживиться – довольно-таки недурственный обед, из разграбленной таверны. Тут возможен короткий отдых. \n\n#### СОКРОВИЩА\n\nПри обыске крысолюдов, можно найти у каждого по одному **Зелью полёта**. \n\nПри следующем использовании арки, персонажи попадут в локацию **комната с кристаллом**. Порядок посещения локаций указан в приложении 2а. \n\n## Комната с кристаллом\n\nЭта единственная локация, которая находится под землёй. Из арки персонажи попадают в очень тёмный проход с вырытыми в земле стенами, ощущение, что он ведёт немного вниз. \n\nВ конце этого извилистого прохода длиной 60 футов стоит деревянная дверь, из-за которой виден розовый свет. Прислушиваясь, персонажи слышат шипение, как будто что-то горит. Дверь не заперта, и персонажи попадают в комнату, как будто вырубленную в породе. Пол в этом месте представляет собой цельную каменную плиту, испещренную цифрами, стрелками, линиями и правками, напоминающими огромный чертёж. \n\nЦентром этого чертежа является здоровенный, размером с полурослика, кварцевый кристалл, зафиксированный в земле. Розовый свет исходит от него. Дварфы, разбирающиеся в камнях, могут понять, что это за камень. В кристалле есть небольшая выемка, в которой что-то горит, но пламя от этого горения яркоголубое. Шипение исходит оттуда. \n\nТак же в комнате есть странное приспособление с рычагом. На этом устройстве видно отверстие со следами пыльцы на нём, и бутыль с какой-то жидкостью, перевернутую вверх дном, и вставленную на половину внутрь. \n\nЭто пресс для пыльцы, благодаря которому Чизл создаёт более эффективное топливо для поддержания замка в воздухе. Назначение устройства можно понять с помощью **успешной проверки Анализа Сл.17.** \n\nНа ящике прямо рядом с кристаллом лежит около двадцати блестящих пластин – готовое топливо для кристалла. Рядом с этими пластинами лежат длинные металлические щипцы, немного оплавившиеся от жара, и варежки. Под этим ящиком находится люк, который ведёт наружу с острова. Его может обнаружить **успешная проверка внимательности Сл 14.**\n\nВидно, что одна из таких пластин в данный момент горит внутри кристалла. Горение является алхимическим процессом, но в самом кристалле чувствуется какая-то магия преобразования. \n\nПламя сильно обжигает. \n\nЕсть вариант, что персонажи захотят воспользоваться свитком развеяния магии по отношению к этому кристаллу. Это встряхнёт всю лабораторию, и на несколько секунд она начнёт падать вниз. Спустя эти несколько мгновений, кристалл снова загорится, и остров вновь обретёт устойчивую левитацию. Однако, их действия не останутся незамеченными. При желании ДМ может окончательно развеять магию кристалла. Остров начнет падать, и у персонажей будет мало времени, чтобы спастись. \n\nПри следующем использовании арки, персонажи попадут в локацию **Сырная сокровищница**. Порядок посещения локаций указан в приложении 2а. \n\n## Сокровищница сыра\n\nЭто то, чем Чизл Дорожит даже больше, чем своей командой. Это его сокровищница. \n\nГлавным направлением алхимических исследований Стинксмелла является поиск идеального, самого вкусного сыра. Он, как и все Берфесты, обожает сыр. Сыыыр! \n\nКогда персонажи выходят из арки, они видят комнату, полностью выложенную каменной кладкой, и находят в ней три камня с дырами, напоминающими замочную скважину. На каждом камне указан порядковый номер скважины. \n\nВо все три скважины можно вставить ключ, но только одна из них открывает вход в сокровищницу, а две другие вызывают срабатывание ловушек. Правильная скважина – третья. \n\nЕсли персонажи используют правильную скважину, то часть стены отъезжает назад и поднимается вверх, образуя проход. Все персонажи слышат аромат великолепного сыра, и видят источник света – сыр под стеклянным колпаком, совершенный сыр. \n\nКогда они проходят внутрь они видят три стеллажа с сыром самых разных сортов и видов, суммарно можно насчитать около тринадцати больших головок сыра. \n\n### Ловушки \n\nДве ложные скважины активизируют ловушки. \n\nПервая скважина находится в стене, и активирует ловушку с дротиками. Те, кто стоят у стены должны **совершись спасбросок Ловкости Сл 16**, иначе дротики причиняют им 1d6+2 колющего урона. \n\nВторая скважина расположена в полу, и активирует ловушку яму. Тот, кто стоит на ней, должен **совершись спасбросок Ловкости Сл 15**, иначе он падает в яму, и получает 2d6 дробящего урона. Если одна ловушка была активирована, то спасбросок от второй можно совершить с преимуществом. \n\n#### СОКРОВИЩА \n\nСреди прочих, можно найти и попробовать: \n\n* Сливочный вишнёвый сыр, \n* Сыр со вкусом грибов и арахиса. \n* Сыр, отдающий краснотой. Если его попробовать, персонаж единовременно восстановит 1d4 хитов. \n* Воздушно творожный сыр, растворяющийся во рту. Когда жуёшь его, кажется, что он кричит. \n* Один сыр с квадратными дырками в нём \n\nНа изящном столике в середине стоит блюдо со стеклянным колпаком, под которым как будто изнутри светится самое дорогое достояние Чизла – Совершенный сыр. \n\nЭто наилучший сыр, который он смог получить на данный момент. Скорее всего, это лучший сыр во всей вселенной. Если персонажи съедают его, то происходит эффект, равносильный длительному отдыху. Такой сыр может стоить как минимум 20 000 золотых монет, и является очень редким предметом. Если персонажи съедают его, то Чизл будет разъярён. И захочет убить персонажей на месте. \n\nПри следующем использовании арки, персонажи попадут в локацию **Алхимическая лаборатория**. Порядок посещения локаций указан в приложении 2а. \n\n## Алхимическая лаборатория \n\nЭто алхимическая лаборатория, в которой Чизл Стинксмелл проводит большую часть времени. Тут произойдет финальное столкновение персонажей с главным антагонистом крепости. Она представляет из себя довольно просторную комнату с двумя окнами, за-крытыми ставнями, и высоким потолком в два с половиной человеческих роста. (см. карту «Алхимическая лаборатория» в приложении 2-8). \n\nПод потолком можно разглядеть висящие там засушенные трупы гоблинов, людей и каких-то темнокожих карликов. У многих отрублены пальцы на руках и ногах. Между ними с трудом проглядываются какие-то клетки, похожие на клетки для птиц. **Успешная проверка внимательности Сл 19** раскрывает, что прямо на входе в комнату, над аркой есть подобие решетчатых ворот. Её сложно разглядеть среди прочего висящего под потолком хлама. \n\nМожно разобрать самые разные запахи, начиная от ромашки и заканчивая слабыми ароматами тухлых яиц. \n\nВдоль стен расставлены стеллажи с полками и различным содержимым на них. Множество различных склянок самых разнообразных форм. В некоторых из них видны какие-то жидкости и порошки, другие пусты. В одном из шкафов множество коробок с различными растениями, корешками и относительно редкими алхимическими ингредиентами. В двух местах стоят котлы, но судя по всему, они абсолютно пусты. \n\nВ центре комнаты стоит огромный деревянный стол с несколькими открытыми книгами и журналами с записями. Так же на столе стоит клетка с двумя обычными **крысами**, имена которых Чейл и Дип. \n\nПрямо у противоположной от арки стены стоит большая панель с разными светящимися камнями, рычагами и плитами. По бокам от панели в огромных стеклянных ёмкостях величиной с человеческий рост, заполненных жидкостью, плавают какие-то уродливые создания. С левой стороны – **Ксварт**, с правой – **Крылатый кобольд**, и они не подают признаков жизни. \n\nКогда персонажи попадают в комнату впервые, опишите её. \n\n> Берфест, чуть меньше, чем остальные, стоит спиной к вам около стола, и что-то нарезает. На спине у него изумрудный плащ с капюшоном, который в данный момент спущен. Правое ухо целиком белое, и оно меньше левого. На спине у него красуется очень малых размеров, красивый арбалет с золотыми вкраплениями. \n\n> Он завершает нарезку, и отходит к панели, произнося: «Поставь её к столу, Вислпанк. Ты наконец то смазал тележку?» После этого он, не оборачиваясь в вашу сторону подходит к большой панели. После чего замирает, и начинает активно принюхиваться. Он оборачивается на персонажей, и становится понятно, что этот крысолюд и есть Чиззл Стинксмелл. \n\nЧизл – тот, кто собирается продать людей в рабство некоей Дриелле О’Дрис. Он заключил с ней сделку: рабы в обмен на несколько галлонов с молоком единорога, и не сильно вдавался в подробности. Молоко необходимо ему для приготовления нового вида сыра и экспериментов, и его желание заполучить его очень велико. Он готов пойти на жертвы ради него. Но всё же его собственная жизнь для него важнее. \n\nЕсли персонажи складывают оружие, и не хотят драться, Чизл с удовольствием воспользуется этим раундом сюрприза.\n\n> #### Отыгрыш Чиззла Стинксмелла. \n\n> Как только он увидит партийцев, он спросит, «А вы кто ещё такие?», после чего нажмет кнопку, и потянет за рычаг на панели, разворачиваясь к ним. Кнопка выталкивает всех врагов из арки в комнату, а рычаг опускает решетчатую дверь, и выключает арку. \n\n> Он будет крайне недоволен и удивлён, но по запаху сыра, исходящему от персонажей, может догадаться, откуда они к нему идут. \n\n> Если персонажи упоминают, что они распробовали весь его сыр и убили часть команды, Чизл начнёт вести себя как сумасшедший, и спустя пару фраз начнёт бой. (см. бой с Чизлом) \n\n> В ответ на любые требования персонажей, Он выдвигает свои требования: сдаться, сложить оружие и тогда он отпустит их. Разумеется, он врёт. \n\n> Он намеревается убить их в любом случае. \n\n> Если персонажи бесцеремонны, и начинают предпринимать какие-то активные действия, то он бешено смеётся, произнося «В вас будет больше дырок, чем в моём любимом сыре!» и начинается бой. \n\n## Бой с Чизлом \n\nСм. Приложение 4, столкновение 7. \n\nФинальная драка с Чизлом состоит из трёх этапов. \n\nЗа время боя многие склянки могут быть опрокинуты, и неожиданные реакции могут наполнить комнату едким дымом, помогая Чизлу сбежать в конце боя, создавая помехи для игроков. \n\nТак же нужно отметить, что панель управления островом является важной постройкой, которую персонажам лучше не ломать. У панели 15 хитов, её КД равен 10. Если персонаж сильно промахивается, то он может угодить в панель, разрушая её. \n\n### Первый этап. \n\nНачало боя Бой начинается с того, что Чизл выпивает **Недоваренное зелье огненного дыхания**, и выдыхает конус пламени на персонажей. \n\nВ случае игры на Продвинутой сложности, это будет обычное **зелье огненного дыхания**. \n\nВторым ходом Чизл активирует с панели управления электрическую цепь (10 хитов) (обозначена пунктиром на карте), которая раз в 2 раунда активируется, и наносит урон 1d4 электричеством всем существам, которые находятся рядом с ней. Бонусным действием он будет снова выдыхать конус пламени. \n\nДалее до второго этапа бой проходит по усмотрению мастера. \n\n### Второй этап. «Они живые, живые!!!» \n\nЗдесь описан режим боя для начального уровня сложности. Второй этап боя на продвинутом уровне сложности отличается, и описан в **приложении 4**. \n\nПереход ко второму этапу осуществляется, когда у Чизла остаётся 20 хитов или меньше. \n\nПроклиная персонажей, Чизл надевает капюшон, и становится невидимым. Он подбирается к панели управления, и дергает набор рычагов. \n\nСверху падают несколько трупов (от двух до четырёх). Чизл кидает в них какую-то склянку с зельем, которая разбивается, и её содержимое как будто впитывается в них. Они восстают как **оживлённые**. \n\nСвоим следующим ходом крысолюд разобьёт огромные склянки по бокам от панели управления, выпустив существ, находящихся там. Они будут настроены враждебно по отношению к персонажам. \n\nЭто даст Чизлу время перевести дух и выпить **зелье большого лечения**. В этот момент его невидимость оканчивается, и он сражается в обычном режиме. Третий этап начинается, когда у крысолюда остаётся 16 здоровья или менее. \n\n### Третий этап. «Тактическое бегство» \n\nКогда у Чизла остаётся мало здоровья, он попытается сбежать. У него будет два варианта. Либо он выпьет зелье полёта и попытается прыгнуть в окно, либо он попытается прошмыгнуть в арку, предварительно открыв её.\n\n**Его цель** – добраться до кристалла, вытащить топливо и выбросить его, после чего, используя зелье полёта, покинуть падающий остров, оставив партию на прооизвол судьбы. Если ему удастся этот план, то переходите к концовке «Мы все умрём» \n\nВ одном из раундов он открывает окно. Киньте d20 за Чизла. Если выпадает высокое значение (16 и больше), то на улице туманно. Судя по всему, остров пролетает через высокое облако, и Чизл может попытаться скрыться за пределами видимости. Иначе ему не везёт, и на улице ясно в данный момент. \n\nТогда он постарается продвинуться к панели, поднимет решетку, включит арку и попытается быстро прошмыгнуть к кристаллу. \n\nВ случае, если панель управления разрушена, или у него на этот момент остаётся меньше 5 хитов, он сдаётся, потому что слишком боится за свою жизнь. \n\n### Погоня \n\nЕсли Чизлу удастся вылететь в окно, то он полетит сначала за пределы острова, чтобы вырваться из подпространства лаборатории, после чего попытается попасть в крепость через основной мост. До Огров сложно достучаться, и он потратит около пяти раундов просто ожидая, пока Огры опустят мост. Персонажи могут воспользоваться зельями полёта и последовать за ним, добив его там. \n\nЕсли Чизл сумеет проскользнуть в арку более-менее живым, то он попытается воплотить свой план, и скрыться, прыгая в люк. На это у него уйдет примерно 3 раунда.\n\n## Развязки \n\nВ приключении предусмотрено несколько развязок. Но ничто не мешает вам придумать вашу собственную. \n\nВ приложении 2б указана схема, по которой можно однозначно определить, к какой развязке из представленных, ведёт приключение. \n\n### Чизл сдался. Закон и порядок \n\nВ случае, если у Чизла остаётся меньше пяти хитов, он тут же сдаётся, моля о пощаде. В этом случае персонажи могут либо придать его правосудию, либо попытаться казнить. \n\nЧизл говорит, что действительно никого не убил, давя на то что все пленники живы, целы и невредимы. Он считает, что не заслуживает смерти. К тому же остров вот-вот настигнет Серогорье, где необходимо маневрировать, а у партии как раз нету рулевого. В этот раз он не врёт. \n\nВ случае, если персонажи пощадят его, он будет следовать указаниям персонажей. Если панель управления сломана, то он легко починит её, и будет дальше подчиняться указаниям персонажей под страхом смерти. Если партия намеревается его казнить, то он вновь попытается сбежать. \n\n### Смерть Стинксмелла \n\nВ случае гибели Чизла события могут развиваться в двух направлениях, в зависимости от состояния панели управления. \n\n### Благополучное возвращение \n\nЕсли панель управления в рабочем состоянии, то персонажи смогут разобраться, как управлять островом, и вернутся в Редвуд со всеми похищенными пленниками. \n\nЕсли панель сломана, то персонажи могут постараться привести её в рабочее состояние, **преуспев в проверке навыка Анализ Сл 18**, который разрешается совершить с преимуществом в случае, если ктолибо разбирается в механизмах или пользуется ремесленными инструментами, и тогда панель тоже считается работоспособной. При провале панель окончательно разваливается. \n\n### Эвакуация \n\nЕсли это не удалось, то панель считается разрушенной, а остров движется прямо в одну из горных вершин. У героев есть около часа и они должны решать, что делать дальше. Они могут найти здесь алхимический журнал Чизла и способны приготовить достаточно зелья полёта для всех пленников за решетками. \n\nЕщё герои могут рискнуть воспользоваться межпланарным пространством, и забраться туда вместе с пленными. Там они могут переждать столкновение с горой. После крушения лаборатории межпланарное пространство арки схлопывается и выталкивает всех существ на план, из которого они туда попали. При этом каждое существо получает 1d8 урона, и появляется недалеко от арки. Вследствие крушения арка уничтожается, превращаясь в груду камней. \n\n### Мы все умрём \n\nЧизлу удалась его задумка, и остров летит прямиком вниз. Столкновение неизбежно. У персонажей есть несколько мгновений, чтобы решить, что делать. Им остаётся думать уже о собственном выживании, потому что людей в темницах, скорее всего, спасти не удастся. \n\nОдин из вариантов – воспользоваться всеми зельями полёта, которые у них есть, и покинуть остров. \n\nВторой вариант – переждать столкновение в межпланарном пространстве. \n\nПосле крушения лаборатории межпланарное пространство арки схлопывается и выталкивает всех существ на план, из которого они туда попали. При этом каждое существо получает 1d8 урона, и появляется в свободном пространстве на руинах и обломках. Вследствие крушения арка уничтожается, превращаясь в груду камней. \n\nЕсть и третий вариант. Если персонажи так и не придумают, что делать, то, когда падающий остров врезается в землю, или скалу, всё живое внутри сжимается и выворачивается наизнанку. Арка ломается, и все вложенные пространства **(кроме межпланарного)** разворачиваются в реальный мир, с огромным скрежетом и тучей камней, которые разлетаются во все стороны. Арка уничтожается. Каждый персонаж, который не позаботился о себе, получит 20d6 урона от падения и будет погребён под камнями. И вряд ли их кто-то оттуда вытащит. Хотя кто знает?"},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":""}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701863219998,"modifiedTime":1701864407297,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"sort":500000,"name":"Заключение","type":"text","_id":"szxvLyetaw3zs6Vl","title":{"show":true,"level":1},"image":{},"text":{"format":2,"content":"

Куда эта история приведет героев – к смерти, или подарит им уважение целого города?

\n

Будут ли они наблюдать разрушение целого летающего острова, или завладеют им?

\n

А может они смогут предпринять что-то ещё?

\n

Пускай решит случай. Но нужно понимать, что важна не конечная точка, а путь к ней, вызов, который бросает судьба героям. И главное помнить, что в ваших силах сделать этот путь незабываемым.

","markdown":"Куда эта история приведет героев – к смерти, или подарит им уважение целого города? \n\nБудут ли они наблюдать разрушение целого летающего острова, или завладеют им? \n\nА может они смогут предпринять что-то ещё? \n\nПускай решит случай. Но нужно понимать, что важна не конечная точка, а путь к ней, вызов, который бросает судьба героям. И главное помнить, что в ваших силах сделать этот путь незабываемым."},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701863300695,"modifiedTime":1701863384265,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"core":{"sourceId":"JournalEntry.IH4YgeSVk5NTbJAZ"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701557973757,"modifiedTime":1701607875902,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"scenes":[],"tables":[],"macros":[],"cards":[],"playlists":[],"folders":[{"name":"Мышеловка","sorting":"a","folder":null,"type":"JournalEntry","_id":"SydzFQtUWHTyGc9t","sort":0,"color":null,"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1697727398364,"modifiedTime":1697727398364,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"_id":"Q4Vn3FT5qboXcfFH","folder":null,"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.4.0","coreVersion":"11.315","createdTime":1701864690163,"modifiedTime":1701864690163,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}