diff --git a/README.md b/README.md index a05be3b..d4637c5 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,6 @@ # Библиотека существ +## v1.0.20.3 +* исправлены ссылки на состояния ## v1.0.20.2 * исправлены ссылки на заклинания ## v1.0.20.1 diff --git a/src/packs/sc-creature-features.db b/src/packs/sc-creature-features.db index d2d6e4a..d38f789 100644 --- a/src/packs/sc-creature-features.db +++ b/src/packs/sc-creature-features.db @@ -5,7 +5,7 @@ {"name":"Тактическая дисциплина/Tactical Discipline","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом все проверки характеристик и спасброски, совершаемые во время боя.

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Бонусным действием существо может переместиться на расстояние вплоть до показателя своей скорости по направлению к враждебному существу, которое он может видеть.

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Если существо подвергается эффекту, позволяющему совершить спасбросок, чтобы получить только половину урона, он вообще не получает урон, если преуспеет, и получает лишь половину урона при провале.

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Существо не может использовать слепое зрение, будучи @Compendium[sc-common.sc-common.3e2b71wH9TokUisW]{Оглохшиv/Deafened}.

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Существо не может использовать слепое зрение, будучи @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.IimHN2B3zuFRZBui]{Оглохшиv/Deafened}.

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Существо не может ничего носить и нести.

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Существо совершает с преимуществом броски атаки по существу, если в пределах 5 футов от этого существа находится как минимум один дееспособный союзник головореза.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3},"img":"icons/creatures/abilities/paw-print-orange.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"pack%20tactics_thug_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.GZAwwURxG0WRl2Ns.Item.Re28t9fAZ9w2VyUd"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695313222831,"modifiedTime":1705835413601,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3400000,"_id":"VeI9Pt6u2Kc5l82m"} {"name":"Тонкий нюх/Keen Smell","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на обоняние.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3},"img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"keen%20smell_werebear_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.DJ4shbamk4ImDVQm.Item.8WobW5gAyzjYhd2E"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695313283347,"modifiedTime":1705835413601,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3100000,"_id":"P1jDkUss9V7xuaua"} @@ -14,7 +14,7 @@ {"name":"Подводный камуфляж/Underwater Camouflage","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом проверки Ловкости (Скрытность), когда находится под водой.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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Существо магическим образом становится невидимым, пока не атакует, или не наложит заклинание, либо пока не прервет концентрацию (как при концентрации на заклинании). Будучи невидимым, оно не оставляет физических следов, так что выследить его можно только с помощью магии. Все снаряжение, которое оно несет и носит, становится невидимым вместе с ней.

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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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Существо совершает с преимуществом броски рукопашных атак по существам, у которых хиты ниже максимума.

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Каждый раз, когда существо должно получить урон электричеством, оно не получает урон, и вместо этого восстанавливает число хитов, равное причиняемому урону электричеством.

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Cruel Tyrants.

Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.

Warrior Cult.

Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.

Cult Ranks.

Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.

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Вы касаетесь одного предмета, длина которого ни по одному из измерений не превышает 10 футов. Пока заклинание активно, предмет испускает @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{яркий свет} в радиусе 20 футов и @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{тусклый свет} в пределах ещё 20 футов. Свет может быть любого выбранного вами цвета. Полное покрытие предмета чем-то непрозрачным блокирует свет. Заклинание оканчивается, если вы наложите его ещё раз или окончите действием.

\n

Если вы нацелились на предмет, несомый или носимый враждебным существом, это существо должно совершить спасбросок Ловкости, чтобы увернуться от заклинания.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orb-lightbulb-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Light"},"plutonium":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"}},"effects":[],"_id":"Hvv3GtrLM3ZM9W6P","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972260,"modifiedTime":1695376972260,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Священное пламя","type":"spell","system":{"description":{"value":"

Похожее на огонь сияние нисходит на существо, которое вы видите в пределах дистанции. Цель должна преуспеть в спасброске Ловкости, иначе она получает урон излучением [[/r 1d8]]. Для этого спасброска цель не получает преимуществ от укрытия.

\n

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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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"}},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sacred Flame"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"}},"effects":[],"_id":"IGCX11ggxe2dKCfo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972292,"modifiedTime":1695376972292,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чудотворство","type":"spell","system":{"description":{"value":"

Вы создаёте небольшое чудо, знак сверхъестественной силы. Вы создаёте один из следующих магических эффектов в пределах дистанции:

\n

\n

Если вы накладываете это заклинание несколько раз, у вас может быть до трёх активных эффектов с длительностью в 1 минуту, и вы можете оканчивать такие эффекты действием.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Thaumaturgy"},"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"effects":[],"_id":"343uxGmIWH7E1XGp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972312,"modifiedTime":1695376972312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Лечение ран","type":"spell","system":{"description":{"value":"

Существо, которого вы касаетесь, восстанавливает количество хитов, равное [[/r 1d8]] + Ваш модификатор базовой характеристики. Это заклинание не оказывает никакого эффекта на нежить и конструктов.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, исцеление увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"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":"1d8"}},"img":"icons/magic/life/cross-flared-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cure Wounds"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cure%20wounds_phb","propDroppable":"spell"}},"effects":[],"_id":"ieH7tJk5Ys7F8p3f","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972335,"modifiedTime":1695376972335,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Направленный снаряд","type":"spell","system":{"description":{"value":"

Вспышка света устремляется к выбранному вами существу в пределах дистанции. Совершите дальнобойную атаку заклинанием по цели. При попадании цель получает урон излучением [[/r 4d6]], и следующий бросок атаки по цели, совершённый до конца Вашего следующего хода, совершается с преимуществом, благодаря мистическому тусклому свету, остающемуся недолго на цели.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, урон увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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"}},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Guiding Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"9fWnzninmBwlLslf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972370,"modifiedTime":1695376972370,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Убежище","type":"spell","system":{"description":{"value":"

Вы защищаете одно существо в пределах дистанции от атак. Пока заклинание активно, все существа, нацеливающиеся на защищённое существо атаками или вредоносными заклинаниями, должны вначале совершить спасбросок Мудрости. При провале существо должно выбрать новую цель или потеряет атаку или заклинание. Это заклинание не защищает от эффектов, действующих по площади, таких как взрыв Огненного шара.

\n

Если защищённое существо совершает атаку, сотворяет заклинание, оказывающее действие на противника, или наносит урон другому существу — это заклинание оканчивается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/holy/barrier-shield-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sanctuary"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sanctuary_phb","propDroppable":"spell"}},"effects":[],"_id":"ngYGUq91Yvw1joAa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972404,"modifiedTime":1695376972404,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Малое восстановление","type":"spell","system":{"description":{"value":"

Вы касаетесь существа и можете окончить одну болезнь или одно состояние, в котором оно находится. Этим состоянием может быть @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{слепота}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.6G8JSjhn701cBITY]{глухота}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{паралич} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.lq3TRI6ZlED8ABMx]{отравление}.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/nature/leaf-oak-wreath-glow-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lesser Restoration"},"plutonium":{"page":"spells.html","source":"PHB","hash":"lesser%20restoration_phb","propDroppable":"spell"}},"effects":[],"_id":"qcHCti6koud0DReX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972434,"modifiedTime":1695376972434,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Божественное оружие","type":"spell","system":{"description":{"value":"

Вы создаёте в пределах дистанции парящее призрачное оружие, существующее, пока заклинание активно, или пока вы не накладываете это заклинание ещё раз. Когда вы накладываете это заклинание, вы можете совершить рукопашную атаку заклинанием по существу, находящемуся в пределах 5 футов от оружия. При попадании цель получает урон силовым полем, равный [[/r 1d8]] + модификатор Вашей базовой характеристики.

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Вы можете бонусным действием в свой ход переместить оружие на 20 футов и повторить атаку по существу, находящемуся в пределах 5 футов от него.

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Оружие может быть любой формы. Жрецы божеств, связанных с конкретным оружием (святой Катберт известен своей булавой, а Тор — молотом), создают эффект в виде именно такого оружия.

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На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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","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":""}},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Spiritual Weapon"},"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"}},"effects":[],"_id":"QfBvbaid5OWh7GGk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972463,"modifiedTime":1695376972463,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание магии","type":"spell","system":{"description":{"value":"

Выберите одно существо, предмет или магический эффект в пределах дистанции. Все заклинания 3 уровня и ниже на цели оканчиваются. Для каждого заклинания с уровнем 4 или выше совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе это заклинание оканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, вы автоматически заканчиваете эффекты заклинаний на цели, чей уровень ниже или равен уровню использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/nature/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"iuNy2opcWav7vkie","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972494,"modifiedTime":1695376972494,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Духовные стражи","type":"spell","system":{"description":{"value":"

Вы вызываете духов, защищающих вас. Пока заклинание активно, они заполняют пространство в пределах 15 футов от вас. Если вы добрый или нейтральный, они могут выглядеть как ангелы или феи (на Ваш выбор). Если вы злой, они могут выглядеть исчадиями.

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Когда вы активируете это заклинание, вы можете указать любое количество существ, видимых вами, на которых и будет действовать это заклинание. Скорость этих существ в этой области уменьшена вдвое, и когда такое существо впервые за ход входит в область или начинает там ход, оно должно совершить спасбросок Мудрости. При провале существо получает урон излучением [[/r 3d8]] (если вы добрый или нейтральный) или урон некротической энергией [[/r 3d8]] (если вы злой). При успехе существо получает половину урона.

\n

На больших уровнях.. Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 3-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/fire/barrier-wall-flame-ring-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Spirit Guardians"},"plutonium":{"page":"spells.html","source":"PHB","hash":"spirit%20guardians_phb","propDroppable":"spell"}},"effects":[],"_id":"jg7F3Vpp42CD4WYs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972524,"modifiedTime":1695376972524,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, [[/r 1d20+5]]{+5} to hit with spell attacks). The priest has the following cleric spells prepared:

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Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.

You might say, that's awfully specific. I say, don't pry.

— Tasha

Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.

Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.

Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель. Попадание: 8 (1к12 + 2) колющего урона плюс 4 (1к8) урона некротической энергией. Если цель является существом, оно должно преуспеть в спасброске Телосложения Сл 13 против болезни, или стать @UUID[Compendium.sc-common.sc-common.Item.eGfKVYxLB2GS5rlZ]{отравленной }до прекращения заболевания. Пока цель отравлена таким образом, она исторгает кипящий гной, кашляет мухами и сбрасывает куски кожи, а также совершает повторный спасбросок Телосложения Сл 13 каждые 24 часа. В случае успеха спасброска, болезнь завершает действие. В случае провала, максимальное значение хитов цели понижается на 4 (1к8). Цель умирает, если максимальное количество хитов опускается до 0.

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Когда любое отличное от демона существо начинает ход в пределах 30 фт от одного или нескольких булезау, оно должно преуспеть в спасброске Телосложения Сл 13 или получить 1к6 урона некротической энергией плюс 1 урона некротической энергией за каждого булезау в пределах 30 футов от него.

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Булезау может прыгать в длину на 20 футов и в высоту на 10 футов без разбега.

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Булезау совершает с преимуществом спасброски Силы и Ловкости против эффектов, @UUID[Compendium.sc-common.sc-common.Item.aomEh450Wi1MFC64]{сбивающих его с ног}.

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Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.

You might say, that's awfully specific. I say, don't pry.

— Tasha

Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.

Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.

Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель. Попадание: 8 (1к12 + 2) колющего урона плюс 4 (1к8) урона некротической энергией. Если цель является существом, оно должно преуспеть в спасброске Телосложения Сл 13 против болезни, или стать @UUID[Compendium.sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.Rrnhr481bboOX8Ip]{отравленной }до прекращения заболевания. Пока цель отравлена таким образом, она исторгает кипящий гной, кашляет мухами и сбрасывает куски кожи, а также совершает повторный спасбросок Телосложения Сл 13 каждые 24 часа. В случае успеха спасброска, болезнь завершает действие. В случае провала, максимальное значение хитов цели понижается на 4 (1к8). Цель умирает, если максимальное количество хитов опускается до 0.

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Когда любое отличное от демона существо начинает ход в пределах 30 фт от одного или нескольких булезау, оно должно преуспеть в спасброске Телосложения Сл 13 или получить 1к6 урона некротической энергией плюс 1 урона некротической энергией за каждого булезау в пределах 30 футов от него.

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Булезау может прыгать в длину на 20 футов и в высоту на 10 футов без разбега.

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Булезау совершает с преимуществом спасброски Силы и Ловкости против эффектов, @UUID[Compendium.sc-common.sc-common.Item.aomEh450Wi1MFC64]{сбивающих его с ног}.

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The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.

The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.

Mountain Masters.

Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.

Arrogant Tyrants.

Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.

No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.

Status and Slaves.

Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.

When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.

Obsessive Collectors.

Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.

A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

A Red Dragon's Lair[–]

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Additional Lair Actions.

At your discretion, a legendary (@creature[Adult Red Dragon||adult] or @creature[Ancient Red Dragon||ancient]) red dragon can use one or both of the following additional lair actions while in its lair:

  • Noxious Smoke. A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be @condition[poisoned] until the end of its turn. The cloud lasts until initiative count 20 on the next round.

  • Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 ([[/r 3d6]]) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.

Regional Effects[–]

The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, these effects fade over the course of [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the Monster Manual:

  • Desertification. Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown.

  • Fiery Senses. The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.

  • Ominous Flames. Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast five spells, once per day each, requiring no material components. Each spell's level can be no higher than 5th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast five spells, once per day each, requiring no material components. Each spell's level can be no higher than 5th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage plus 7 ([[/r 2d6]]) fire damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 5 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 15 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":19,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/fear-fright-monster-grin-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"frightful%20presence_adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"RJ6rLxHXczt9d9jF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 ([[/r 18d6]]) fire damage on a failed save, or half as much damage on a successful one.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon makes a Wisdom (@skill[Perception]) check.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/scribal/magnifying-glass.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"detect_adult%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"iLcEKlYue87tgDfI","name":"Tail Attack","type":"feat","system":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tail%20attack_adult%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"hxlCoJxJldZLPqTn","name":"Wing Attack","type":"feat","system":{"description":{"value":"

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ([[/r 2d6 + 8]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + 8","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/wing-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"wing%20attack_adult%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"oZvukXDpBjpT0Zos","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magma erupts from a point on the ground the ...","type":"feat","system":{"description":{"value":"

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 ([[/r 6d6]]) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20magma%20erupts%20from%20a%20point%20on%20the%20ground%20the%20..._adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"8uU27Jh6qgkA8bV3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A tremor shakes the lair in a 60-foot ...","type":"feat","system":{"description":{"value":"

A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked @condition[prone].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20a%20tremor%20shakes%20the%20lair%20in%20a%2060-foot%20..._adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"B4Q7r8jls2aZoRIi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Volcanic gases form a cloud in a ...","type":"feat","system":{"description":{"value":"

Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] until the end of its turn. While @condition[poisoned] in this way, a creature is @condition[incapacitated].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20volcanic%20gases%20form%20a%20cloud%20in%20a%20..._adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"w1qkOB87kW92xUZ3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Noxious Smoke","type":"feat","system":{"description":{"value":"

A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be @condition[poisoned] until the end of its turn. The cloud lasts until initiative count 20 on the next round.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20noxious%20smoke_adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"rE3ZPS0kS2gpuxu3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Searing Heat","type":"feat","system":{"description":{"value":"

Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 ([[/r 3d6]]) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20searing%20heat_adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"T5CzNuGXikscKdyy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, these effects fade over the course of [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the Monster Manual:

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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.

","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":""}},"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":40,"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":"","unidentified":""},"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}},"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":"","unidentified":""},"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}},"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":"","unidentified":""},"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}},"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":"","unidentified":""},"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":""},"weaponType":"martialM","baseItem":"flail","properties":{"ada":false,"rel":false,"amm":false,"ret":false,"two":false,"rch":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"lod":false,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":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":"","unidentified":""},"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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","unidentified":""},"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","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","unidentified":""},"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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","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":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","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","unidentified":""},"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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":"","unidentified":""},"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","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"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":false},"scaling":{"mode":"none","formula":""}},"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"}},"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
","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":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":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.5VC5fkvd1RQDeKXx"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760480740,"modifiedTime":1705577601202,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"ShujztdeNfk5al7S","sort":0}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575003581,"modifiedTime":1705744065274,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Древний зелёный дракон/Ancient Green Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20green%20dragon_mm"},"core":{}},"_id":"rxDI638yZs2QAFx7","img":"foundryvtt-static/tokens/ancient-green-dragon.webp","system":{"abilities":{"str":{"value":27,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":25,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":21,"calc":"natural","formula":""},"hp":{"value":385,"max":385,"temp":0,"tempmax":0,"formula":"22d20 + 154"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.

A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.

A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.

A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.

Capricious Hunters.

A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.

Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.

A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.

Manipulative Schemers.

A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.

When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.

Conflict and Corruption.

Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.

Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams.

Living Treasures.

A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

[–]

I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all.

— Pelios of Ergoth, Silvanesti seer

A Green Dragon's Lair[–]

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.

The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Additional Lair Actions.

At your discretion, a legendary (@creature[Adult Green Dragon||adult] or @creature[Ancient Green Dragon||ancient]) green dragon can use one or both of the following additional lair actions while in its lair:

  • Creeper Vines. The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become @creature[Zombie||zombies]. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.

  • Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 ([[/r 3d6]]) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

Regional Effects[–]

The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within [[/r 1d10]] days, they become mundane plants and normal difficult terrain, losing their thorns.

Additional Regional Effects.

Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the Monster Manual:

  • Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.

  • Twisted Messengers. The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage plus 10 ([[/r 3d6]]) poison damage.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 10 ft., one target. Hit: 22 ([[/r 4d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 20 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 ([[/r 22d6]]) poison damage on a failed save, or half as much damage on a successful one.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon makes a Wisdom (@skill[Perception]) check.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6 + 8]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
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Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be @condition[restrained] by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.

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A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 ([[/r 4d8]]) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 ([[/r 4d8]]) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

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Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon until initiative count 20 on the next round.

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The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become @creature[Zombie||zombies]. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.

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One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 ([[/r 3d6]]) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

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The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within [[/r 1d10]] days, they become mundane plants and normal difficult terrain, losing their thorns.

Additional Regional Effects.

Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the Monster Manual:

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A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 22 ([[/r 3d10 + 6]]) piercing damage.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.

Stealing Secrets.

A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically.

Hedonistic Swindlers.

Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches.

Changelings.

Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them.

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The doppelganger makes two melee attacks.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) bludgeoning damage.

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The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's @status[concentration] isn't broken (as if @status[concentration||concentrating] on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (@skill[Insight]) and Charisma (@skill[Deception], @skill[Intimidation], and @skill[Persuasion]) checks against the target.

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The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised.

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If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ([[/r 3d6]]) damage from the attack.

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The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.

The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.

Mountain Masters.

Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.

Arrogant Tyrants.

Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.

No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.

Status and Slaves.

Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.

When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.

Obsessive Collectors.

Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.

A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

A Red Dragon's Lair[–]

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The dragon's spell save DC is DC 16, and it has [[/r 1d20+8]]{+8} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The dragon's spell save DC is DC 16, and it has [[/r 1d20+8]]{+8} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_young%20red%20dragon_mm_mm"}},"effects":[],"_id":"7zE7i2GA2hq7LJN9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377016433,"modifiedTime":1695377016433,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d10 + 6]]) piercing damage plus 3 ([[/r 1d6]]) fire damage.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10 + @mod","piercing"],["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"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_young%20red%20dragon_mm_mm"}},"effects":[],"_id":"HpjnlN8oOyHFTsFH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377016433,"modifiedTime":1695377016433,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) slashing damage.

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The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 ([[/r 16d6]]) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-fire-breath-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fire%20breath%20%7b%40recharge%205%7d_young%20red%20dragon_mm_mm"}},"effects":[],"_id":"UgJLPO6ephiricix","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377016433,"modifiedTime":1695377016433,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377016108,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":4200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Бородатый дьявол/Bearded Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bearded%20devil_mm"},"core":{},"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":"KEqlBbk9wNkYtRDA","img":"foundryvtt-static/tokens/bearded-devil.webp","system":{"abilities":{"str":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":52,"max":52,"temp":0,"tempmax":0,"formula":"8d8 + 16"},"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":""},"details":{"biography":{"value":"

Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.

A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.

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 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 bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded 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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Зверь совершает количество атак, равное половине уровня ячейки, использованной для призыва (с округлением в меньшую сторону).

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Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.

A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.

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 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 bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded 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 две атаки: одну бородой, и одну глефой.

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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одно существо. Попадание: Колющий урон 6 (1к8 + 2), и цель должна преуспеть в [[/save con 12 format=long]]{спасброске Телосложения Сл 12}, иначе станет @UUID[Compendium.sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.Rrnhr481bboOX8Ip]{отравленной }на 1 минуту. Будучи отравленной таким образом, цель не может восстанавливать хиты. Цель может повторять этот спасбросок в конце каждого своего хода, оканчивая эффект на себе при успехе.

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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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Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.

Furious Tempers.

Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.

Gruesome Gluttons.

Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture.

Greedy Collectors.

An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous \"treasure\" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size.

Legendary Stupidity.

Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.

Primitive Wanderers.

Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.

An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.

Ogre Gangs.

Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.

Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks.

[–]

Worst. Dancers. Ever.

— Riddlefiddle the Satyr, on ogres

Half-Ogre (Ogrillon)[–]

When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don't mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring.

The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average.

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Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.

Devourers of Flesh.

Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.

Abyssal Origins.

Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.

Ghasts.

Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.

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A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.

Dread Steed.

Also called a \"demon horse\" or \"hell horse,\" the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves.

Creating a Nightmare.

Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic.

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The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.

With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.

When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.

Brutal and Cruel.

All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.

A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.

Foes and Servants.

Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.

Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.

A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.

Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger.

Wealth of the Ancients.

Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself.

A Black Dragon's Lair[–]

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 13, and it has [[/r 1d20+5]]{+5} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 13, and it has [[/r 1d20+5]]{+5} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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Сумеречница была ранена в предыдущей схватке, что уменьшило её ОЗ, скорость передвижения, бонусы к атаке и урону когтями и урон он кислотного дыхания

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The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.

A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.

Legendary Destruction.

The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.

Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.

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The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

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Melee Weapon Attack: [[/r 1d20+19]]{+19} to hit, reach 10 ft., one target. Hit: 36 ([[/r 4d12 + 10]]) piercing damage. If the target is a creature, it is @condition[grappled] (escape DC 20). Until this grapple ends, the target is @condition[restrained], and the tarrasque can't bite another target.

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Melee Weapon Attack: [[/r 1d20+19]]{+19} to hit, reach 15 ft., one target. Hit: 28 ([[/r 4d8 + 10]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+19]]{+19} to hit, reach 10 ft., one target. Hit: 32 ([[/r 4d10 + 10]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+19]]{+19} to hit, reach 20 ft., one target. Hit: 24 ([[/r 4d6 + 10]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked @condition[prone].

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Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

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The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is @condition[blinded] and @condition[restrained], it has total cover against attacks and other effects outside the tarrasque, and it takes 56 ([[/r 16d6]]) acid damage at the start of each of the tarrasque's turns.

If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall @condition[prone] in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer @condition[restrained] by it and can escape from the corpse by using 30 feet of movement, exiting @condition[prone].

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If the tarrasque fails a saving throw, it can choose to succeed instead.

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The tarrasque has advantage on saving throws against spells and other magical effects.

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Any time the tarrasque is targeted by a @spell[magic missile] spell, a line spell, or a spell that requires a ranged attack roll, roll a [[/r d6]]. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

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The tarrasque deals double damage to objects and structures.

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The tarrasque makes one claw attack or tail attack.

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The tarrasque moves up to half its speed.

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The tarrasque makes one bite attack or uses its Swallow.

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The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.
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The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures.

Everlasting Hunger.

A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive.

Hardy Water Dwellers.

Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise.

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The hydra makes as many bite attacks as it has heads.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 10 ([[/r 1d10 + 5]]) piercing damage.

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The hydra can hold its breath for 1 hour.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being @condition[blinded], @condition[charmed], @condition[deafened], @condition[frightened], @condition[stunned], and knocked @condition[unconscious].

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

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For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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While the hydra sleeps, at least one of its heads is awake.

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The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.

Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.

Slaves to Slavers.

The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.

Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.

Tough as Stone.

Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.

Born of Darkness.

The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become @condition[invisible] to slip away into the darkness. Eons spent in the Underdark also sharpened their @sense[darkvision], allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.

Infernal Master.

Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.

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For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d8 + 2]]) piercing damage, or 11 ([[/r 2d8 + 2]]) piercing damage while enlarged.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage, or 9 ([[/r 2d6 + 2]]) piercing damage while enlarged.

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The duergar magically turns @condition[invisible] until it attacks, casts a spell, or uses its Enlarge, or until its @status[concentration] is broken, up to 1 hour (as if @status[concentration||concentrating] on a spell). Any equipment the duergar wears or carries is @condition[invisible] with it.

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The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being @condition[charmed] or @condition[paralyzed].

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While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (@skill[Perception]) checks that rely on sight.

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Этот доспех состоит из кожаных куртки и поножей (а также, возможно, отдельной юбки), покрытых перекрывающимися кусочками металла, похожими на рыбную чешую. В комплект входят рукавицы.

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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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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель.

Попадание: 7 (1к10 + 2) колющего урона плюс 5 (1к10) урона ядом, и цель становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченной/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, а жаба не может кусать другую цель.

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Если жаба умирает, проглоченное существо перестает быть опутанным ей, и может высвободиться из трупа, потратив 5 футов перемещения, падая при выходе @Compendium[sc-common.sc-common.aomEh450Wi1MFC64]{ничком}.

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Существо может дышать и воздухом и под водой.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель.

Попадание: 7 (1к10 + 2) колющего урона плюс 5 (1к10) урона ядом, и цель становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченной/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.qQ7fqfH5WdG92GJn]{Опутана/Restrained}, а жаба не может кусать другую цель.

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Жаба совершает одну атаку укусом по цели с размером не больше Среднего, которую уже держит в захвате. Если эта атака попадает, цель становится проглоченной, а захват оканчивается. Проглоченная цель @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.v2V1V5DavCja059M]{Ослеплена/Blinded} и @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.qQ7fqfH5WdG92GJn]{Опутана/Restrained}, и обладает полным укрытием от атак и прочих эффектов, исходящих снаружи жабы, а также получает 10 (3к6) урона кислотой в начале каждого хода жабы. У жабы может быть проглоченной только одна цель одновременно.

Если жаба умирает, проглоченное существо перестает быть опутанным ей, и может высвободиться из трупа, потратив 5 футов перемещения, падая при выходе @Compendium[sc-common.sc-common.aomEh450Wi1MFC64]{ничком}.

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A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else.

Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings.

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Голем совершает два размашистых удара.

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Рукопашная атака оружием: +8 к попаданию, досягаемость 5 футов, одна цель. Попадание: 16 (2к8 + 4) дробящего урона.

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Каждый раз, когда голем начинает ход с 100 или меньше хитами, бросайте к6. Если выпадет «6», голем становится берсерком. Будучи берсерком, он в каждом своем ходу атакует ближайшее видимое существо. Если поблизости нет существ, к которым можно подойти и атаковать, голем атакует предмет, предпочитая предметы с размером меньше своего. Став берсерком, голем остается им, пока его не уничтожат или пока он не восстановит все свои хиты.

Создатель голема, находящийся в пределах 60 футов от ставшего берсерком голема, может попытаться успокоить его, отдавая четкие команды убедительным голосом. Голем должен слышать создателя, который действием совершает проверку Харизмы (Убеждение) Сл 15. При успехе голем перестает быть берсерком. Если голем получает урон, когда у него 40 или меньше хитов, он может снова стать берсерком.

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Существо обладает иммунитетом ко всем заклинаниям и эффектам, изменяющим его форму.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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Каждый раз, когда существо должно получить урон электричеством, оно не получает урон, и вместо этого восстанавливает число хитов, равное причиняемому урону электричеством.

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Атаки оружием существа являются магическими.

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The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.

A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.

Primal and Vengeful.

White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.

A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.

Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.

Lone Masters.

White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.

White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.

Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.

Treasure Under Ice.

White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.

Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.

A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

A White Dragon's Lair[–]

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d10 + 2]]) piercing damage plus 2 ([[/r 1d4]]) cold damage.

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The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 ([[/r 5d8]]) cold damage on a failed save, or half as much damage on a successful one.

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Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.

Made, Not Born.

Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.

Volcanic Dwellers.

Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.

Enemies of the Efreet.

Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.

Masters of Metal and Gems.

Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.

When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.

Living Fire.

An azer doesn't require food, drink, or sleep.

[–]

Give me a hundred azer slaves, and I can forge an empire that would make the gods tremble.

— Arakses al-Saqar, efreeti pasha

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) bludgeoning damage, or 8 ([[/r 1d10 + 3]]) bludgeoning damage if used with two hands to make a melee attack, plus 3 ([[/r 1d6]]) fire damage.

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A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 ([[/r 1d10]]) fire damage.

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When the azer hits with a metal melee weapon, it deals an extra 3 ([[/r 1d6]]) fire damage (included in the attack).

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The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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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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Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.

A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.

Dragons of the Coast.

Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item.

War Machines.

Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.

Well-Organized Wealth.

Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

A Bronze Dragon's Lair[–]

A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast three spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 14, and it has [[/r 1d20+6]]{+6} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast three spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 14, and it has [[/r 1d20+6]]{+6} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) slashing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.LYlX8pYz1TaFwKyZ.Item.mdIBTTk2BRlh6KZ1]{Lightning Breath} or @UUID[Actor.LYlX8pYz1TaFwKyZ.Item.ZGMCTJdCxXbW0wMm]{Repulsion Breath}

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The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 ([[/r 10d10]]) lightning damage on a failed save, or half as much damage on a successful one.

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The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

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The dragon can breathe air and water.

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The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.

A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.

Cavern Predators.

Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.

Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.

Foes of the Dragons.

In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.

A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.

[–]

I've already eaten three giant bats, six troglodytes, and a mind flayer today, but that's okay. Plenty of room in my belly for you and your friends.

— Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth

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The behir makes two attacks: one with its bite and one to constrict.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 22 ([[/r 3d10 + 6]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one Large or smaller creature. Hit: 17 ([[/r 2d10 + 6]]) bludgeoning damage plus 17 ([[/r 2d10 + 6]]) slashing damage. The target is @condition[grappled] (escape DC 16) if the behir isn't already constricting a creature, and the target is @condition[restrained] until this grapple ends.

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The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 ([[/r 12d10]]) lightning damage on a failed save, or half as much damage on a successful one.

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The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is @condition[blinded] and @condition[restrained], it has total cover against attacks and other effects outside the behir, and it takes 21 ([[/r 6d6]]) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls @condition[prone] in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer @condition[restrained] by it and can escape from the corpse by using 15 feet of movement, exiting @condition[prone].

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Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.

Strength in Numbers.

Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.

Tunnelers and Builders.

Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.

The Lost God.

In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, one target directly below the kobold. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage.

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Находясь на солнечном свету, существо совершает с помехой броски атаки, а также проверки Мудрости (Восприятие), полагающиеся на зрение.

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Рой может занимать пространство другого существа, и наоборот, и рой может перемещаться через любой проход, достаточный для Крохотного существа. Рой не может восстанавливать хиты и получать временные хиты.

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The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago.

Debased Cultists.

The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities.

Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists.

Blind Hunters.

When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind.

A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach.

For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey.

Endless War.

Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) bludgeoning damage plus 2 ([[/r 1d4]]) piercing damage.

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The grimlock can't use its blindsight while @condition[deafened] and unable to smell.

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The grimlock has advantage on Wisdom (@skill[Perception]) checks that rely on hearing or smell.

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The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic.

Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them.

Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service.

Sphinxes[–]

In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.

Divine Guardians.

Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.

Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.

Magical Tests.

The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.

Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.

Extraplanar Beings.

Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.

Fallen Sphinxes.

Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.

[–]

Round she is, yet flat as a board

Altar of the Lupine Lords

Jewel on black velvet, pearl in the sea

Unchanged but e'erchanging, eternally.

— Riddle of the gynosphinx of White Plume Mountain

A Sphinx's Lair[–]

A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.

Lair Actions[–]

On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:

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The sphinx's weapon attacks are magical.

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The sphinx makes one claw attack.

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The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

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The gynosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The gynosphinx regains spent legendary actions at the start of its turn.
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The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.

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The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become [[/r 1d20]] years older or younger (the sphinx's choice), but never any younger than 1 year old. A @spell[greater restoration] spell can restore a creature's age to normal.

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The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A @spell[wish] spell can return the caster and up to seven other creatures designated by the caster to their normal time.

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The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

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В точке, выбранной вами в пределах дистанции, появляется призрачная парящая рука. Рука существует, пока заклинание активно, или пока вы не отпустите ее действием. Рука исчезает, если окажется более чем в 30 футах от вас, или если вы повторно используете это заклинание.

\n

Вы можете действием контролировать руку. Вы можете с её помощью манипулировать предметами, открывать незапертые двери и контейнеры, убирать предметы в открытые контейнеры и доставать их оттуда, или выливать содержимое флаконов. При каждом использовании руки вы можете переместить её на 30 футов.

\n

Рука не может совершать атаки, активировать магические предметы и переносить более 10 фунтов.

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Вы создаете звук или образ предмета в пределах дистанции, существующий, пока активно заклинание. Иллюзия также оканчивается, если вы отпустите ее действием или используете это заклинание еще раз.

\n

Звук. Если вы создаете звук, его громкость может быть как шепотом, так и криком. Это может быть Ваш голос, чей-то другой голос, львиный рык, бой барабанов или любой другой звук. Звук звучит всю длительность заклинания, или вы можете создавать отдельные звуки в разное время, пока заклинание активно.

\n

Образ предмета. Если вы создаете образ предмета — например, стул, отпечаток в грязи, или небольшой сундук — он должен помещаться в куб с длиной ребра 5 фт. Образ не может издавать звуки, свет, запах или прочие сенсорные эффекты. Физическое взаимодействие с образом дает понять, что это иллюзия, потому что сквозь него все проходит.

\n

Если существо действием исследует звук или образ, оно может понять, что это иллюзия, совершив успешную проверку Интеллекта (Анализ) против СЛ Ваших заклинаний. Если существо распознает иллюзию, она для него становится нечеткой.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Minor Illusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"minor%20illusion_phb","propDroppable":"spell"}},"effects":[],"_id":"A2RwepV8ZcnjbPWg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938304,"modifiedTime":1695376938304,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Фокусы","type":"spell","system":{"description":{"value":"

Это заклинание — небольшой магический трюк, на котором практикуются начинающие заклинатели. Вы создаёте один из следующих магических эффектов в пределах дистанции:

\n\n

Если вы накладываете это заклинание несколько раз, то можете иметь не более трёх немгновенных эффектов одновременно, и можете действием окончить один любой из этих эффектов.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/light/hand-sparks-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Prestidigitation"},"plutonium":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"}},"effects":[],"_id":"pbZt4sixE3r8ApV7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938323,"modifiedTime":1695376938323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение магии","type":"spell","system":{"description":{"value":"

Пока заклинание активно, вы чувствуете присутствие магии в пределах 30 фт. Если вы почувствовали за счет этого заклинания присутствие магии, вы можете действием увидеть слабую ауру вокруг видимого существа или предмета, несущего на себе магию, а также узнать школу этой магии, если она есть.

\n

Заклинание проницает большую часть барьеров, но блокируется 1 футом камня, 1 дюймом обычного металла, тонким листом свинца или 3 футами дерева или земли.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"ZeN0JoT485n97GOP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938346,"modifiedTime":1695376938346,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Опознание","type":"spell","system":{"description":{"value":"

Вы выбираете один предмет, не переставая касаться его во время всего накладывания заклинания. Если это магический предмет, вы узнаёте его свойства, способ их использования, требуется ли для использования настройка на него, и сколько осталось зарядов, если они есть. Вы узнаёте, действуют ли в данный момент заклинания на этот предмет, и что это за заклинания. Если предмет был создан заклинанием, вы узнаёте, что это было за заклинание.

\n

Если вы вместо этого во время накладывания заклинания касаетесь существа, вы узнаёте, какие заклинания в данный момент действуют на него.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"object"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":true,"ritual":true,"concentration":false},"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":""}},"img":"icons/sundries/scrolls/scroll-bound-blue-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Identify"},"plutonium":{"page":"spells.html","source":"PHB","hash":"identify_phb","propDroppable":"spell"}},"effects":[],"_id":"NMQND7C0R4LzIA6w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938366,"modifiedTime":1695376938366,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Щит","type":"spell","system":{"description":{"value":"

Невидимый барьер из магической силы появляется, защищая вас. Вы получаете до начала своего следующего хода бонус +5 к КД, в том числе и против вызвавшей срабатывание атаки, и вы не получаете урон от Волшебной стрелы.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/defensive/shield-barrier-deflect-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shield"},"plutonium":{"page":"spells.html","source":"PHB","hash":"shield_phb","propDroppable":"spell"}},"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":[]}],"_id":"Iodzoo2xu1BA3cZ3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938386,"modifiedTime":1695376938386,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Тьма","type":"spell","system":{"description":{"value":"

Из точки, выбранной вами в пределах дистанции, расползается магическая тьма сферой с радиусом 15 футов. @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{Тьма} огибает углы. Существа с тёмным зрением не могут видеть сквозь эту тьму, и немагический свет не может её осветить.

\n

Если выбранная вами точка находится на предмете, который вы держите, несёте или носите, тьма исходит из предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом, например, чашей или шлемом, тьма будет заблокирована.

\n

Если часть зоны этого заклинания накрывает зону света, созданного заклинанием с уровнем не выше 2, заклинание, создавшее свет, рассеивается.

","chat":"","unidentified":""},"source":"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"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"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":""}},"img":"icons/magic/unholy/orb-rays-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Darkness"},"plutonium":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"}},"effects":[],"_id":"njuoy33Xw7mbwak6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938425,"modifiedTime":1695376938425,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Поиск предмета","type":"spell","system":{"description":{"value":"

Опишите или назовите известный вам предмет. Вы чувствуете направление к этому предмету, пока он находится в пределах 1 000 футов от вас. Если предмет перемещается, вы узнаёте его направление.

\n

Это заклинание может искать конкретный известный вам предмет, если вы хотя бы раз видели его вблизи (в пределах 30 футов). В качестве альтернативы, это заклинание может искать ближайший предмет определённого вида, например, особый предмет одежды, ювелирное украшение, мебель, инструмент или оружие.

\n

Это заклинание не может обнаружить предмет, если прямой путь между вами перерезан свинцом, пусть даже самым тонким листом.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/tech/cog-rough-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Locate Object"},"plutonium":{"page":"spells.html","source":"PHB","hash":"locate%20object_phb","propDroppable":"spell"}},"effects":[],"_id":"c5pNBYhQDB1fkqTh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938453,"modifiedTime":1695376938453,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Внушение","type":"spell","system":{"description":{"value":"

Вы внушаете определенный курс действий (ограниченный одной-двумя фразами) существу, видимому в пределах дистанции, способному слышать и понимать вас. Существа, которые не могут быть @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованы}, обладают иммунитетом к этому эффекту. Внушение должно быть сформировано так, чтобы действие звучало разумным. Просьбы ударить себя мечом, броситься на копье, сжечь себя, или как-то иначе причинить себе вред оканчивают заклинание.

\n

Цель должна совершить спасбросок Мудрости. При провале она следует заданному курсу действий настолько хорошо, насколько способна. Внушенные действия могут продолжаться всю длительность заклинания. Если внушенную деятельность можно выполнить за меньший срок, заклинание оканчивается, когда субъект оканчивает порученную задачу.

\n

Вы можете также указать условие, которое запустит особое действие во время действия заклинания. Например, вы можете внушить рыцарю, чтобы она отдала своего боевого коня первому встреченному нищему.

\n

Если до окончания действия условие не будет выполнено, деятельность не совершается. Если вы или кто-то из Ваших спутников причиняете урон цели, заклинание оканчивается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"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":""}},"img":"icons/magic/nature/elemental-plant-humanoid.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Suggestion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"}},"effects":[],"_id":"pHUCCzKRslJEuUva","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938491,"modifiedTime":1695376938491,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание магии","type":"spell","system":{"description":{"value":"

Выберите одно существо, предмет или магический эффект в пределах дистанции. Все заклинания 3 уровня и ниже на цели оканчиваются. Для каждого заклинания с уровнем 4 или выше совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе это заклинание оканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, вы автоматически заканчиваете эффекты заклинаний на цели, чей уровень ниже или равен уровню использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":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":""}},"img":"icons/magic/nature/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"EptOaxgUGjLPkR5R","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938516,"modifiedTime":1695376938516,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Снятие проклятия","type":"spell","system":{"description":{"value":"

После Вашего касания все проклятья, действующие на одно существо или предмет, оканчиваются. Если предмет был проклятым магическим предметом, проклятье остаётся, но заклинание разрывает настройку владельца на него, поэтому его можно снять или выбросить.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":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":""}},"img":"icons/magic/unholy/hand-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Remove Curse"},"plutonium":{"page":"spells.html","source":"PHB","hash":"remove%20curse_phb","propDroppable":"spell"}},"effects":[],"_id":"S8zYQnJkKXXJCXYo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938543,"modifiedTime":1695376938543,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Языки","type":"spell","system":{"description":{"value":"

Это заклинание дарует существу, которого вы касаетесь, способность понимать все языки, которые оно слышит. Более того, когда цель говорит, все существа, знающие хотя бы один язык, и слышащие цель, понимают, что она сказала.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/mouth-teeth-sharp.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Tongues"},"plutonium":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"}},"effects":[],"_id":"4VeltqjVg3gd260S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938588,"modifiedTime":1695376938588,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Изгнание","type":"spell","system":{"description":{"value":"

Вы пытаетесь послать одно существо, которое видите в пределах дистанции, на другой план существования. Цель должна преуспеть в спасброске Харизмы, иначе будет изгнана.

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Если цель родом с того плана существования, на котором находитесь вы, вы изгоняете её в безопасный демиплан. Находясь там, цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{недееспособна}. Она остаётся там, пока активно заклинание, после чего возвращается в пространство, из которого исчезла, или ближайшее свободное пространство, если то место занято.

\n

Если цель родом не с того плана существования, на котором находитесь вы, цель изгоняется с негромким хлопком, возвращаясь на свой родной план. Если заклинание окончится раньше чем через 1 минуту, цель возвращается в пространство, из которого исчезла, или ближайшее свободное пространство, если то место занято. В противном случае цель не возвращается.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 5 уровня или выше, вы можете сделать целью одно дополнительное существо за каждый уровень ячейки выше четвёртого.

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Вы или существо, которого вы касаетесь, становитесь @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимым}, пока активно заклинание. Всё, что цель носит и несёт, становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимым}, пока находится у неё.

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Назовите или опишите личность, место или вещь. Заклинание создаёт в Вашем сознании краткое описание важных знаний о данном предмете. Это могут быть текущие разговоры, забытые истории, или даже тайные знания, никогда не выходящие за рамки определённого круга посвящённых. Если названный предмет не обладает легендарной значимостью, вы не получаете информацию. Чем больше информации о выбранном предмете у вас уже есть, тем точнее и детальнее будет полученная вами информация.

\n

Полученная информация правдива, но может быть завуалирована. Например, если вы нашли таинственный топор, заклинание может выдать такую информацию: «Горе злодею, коснувшемуся этого топора, ибо даже древко его способно отрубить руки негодяю. Только истинный Сын Камня, почитатель и любимец Морадина, может пробудить истинную силу этого топора, и то только если назовёт священное слово Рудногг».

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Spellcasting.

The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, [[/r 1d20+8]]{+8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

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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.

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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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Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.

Regeneration.

Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.

Troll Freaks.

Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits.

Variant: Loathsome Limbs

[–]

Some trolls have the following trait

Loathsome Limbs.

Whenever the troll takes at least 15 slashing damage at one time, roll a [[/r d20]] to determine what else happens to it:

If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.

The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

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Рукопашная атака оружием: +7 к попаданию, досягаемость 5 футов, одна цель.

Попадание: Колющий урон 7 (1к6 + 4).

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Рукопашная атака оружием: +7 к попаданию, досягаемость 5 футов, одна цель. Попадание: Рубящий урон 11 (2к6 + 4).

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Тролль восстанавливает 10 хитов 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 ход с 0 хитов и не может регенерировать.

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Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на обоняние.

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Существо может дышать и воздухом и под водой.

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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель.

Попадание: 4 (1к6 + 1) колющего урона, и цель становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченной/Grappled} (Сл высвобождения 11). Пока цель схвачена, она @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.qQ7fqfH5WdG92GJn]{Опутана/Restrained}, а лягушка не может кусать другую цель.

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Лягушка совершает одну атаку укусом по цели с размером не больше Маленького, которую схватила. Если атака попадает, цель становится проглоченной, и захват оканчивается. Проглоченная цель @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.v2V1V5DavCja059M]{Ослеплена/Blinded} и @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.qQ7fqfH5WdG92GJn]{Опутана/Restrained}, и обладает полным укрытием от атак и прочих эффектов, исходящих снаружи лягушки, а также получает 5 (2к4) урона кислотой в начале каждого хода лягушки. У лягушки может быть проглоченной только одна цель одновременно.

Если лягушка умирает, проглоченное существо перестает быть опутанным ей, и может высвободиться из трупа, потратив 5 футов перемещения, падая при выходе @Compendium[sc-common.sc-common.aomEh450Wi1MFC64]{ничком}.

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Лягушка совершает прыжки в длину на расстояние до 20 футов и прыжки в высоту на расстояние до 10 футов, хоть с разбегом, хоть без него.

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Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them-or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh.

[–]

If you destroy me, I will return, and everyone you care about will suffer for it.

— Explictica Defilus, spirit naga

Nagas[–]

Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.

The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.

Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.

Benevolent Dictators and Brutal Tyrants.

A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.

Rivalry.

Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.

Immortal Nature.

A naga doesn't require air, food, drink, or sleep.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one creature. Hit: 7 ([[/r 1d6 + 4]]) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 ([[/r 7d8]]) poison damage on a failed save, or half as much damage on a successful one.

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If it dies, the naga returns to life in [[/r 1d6]] days and regains all its hit points. Only a @spell[wish] spell can prevent this trait from functioning.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/heart-ice-freeze.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"rejuvenation_spirit%20naga_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986832,"modifiedTime":1695376986832,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная рука","type":"spell","system":{"description":{"value":"

В точке, выбранной вами в пределах дистанции, появляется призрачная парящая рука. Рука существует, пока заклинание активно, или пока вы не отпустите ее действием. Рука исчезает, если окажется более чем в 30 футах от вас, или если вы повторно используете это заклинание.

\n

Вы можете действием контролировать руку. Вы можете с её помощью манипулировать предметами, открывать незапертые двери и контейнеры, убирать предметы в открытые контейнеры и доставать их оттуда, или выливать содержимое флаконов. При каждом использовании руки вы можете переместить её на 30 футов.

\n

Рука не может совершать атаки, активировать магические предметы и переносить более 10 фунтов.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/light/orbs-hand-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mage Hand"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20hand_phb","propDroppable":"spell"}},"effects":[],"_id":"keGVIjXn1gYHXUy2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986854,"modifiedTime":1695376986854,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Малая иллюзия","type":"spell","system":{"description":{"value":"

Вы создаете звук или образ предмета в пределах дистанции, существующий, пока активно заклинание. Иллюзия также оканчивается, если вы отпустите ее действием или используете это заклинание еще раз.

\n

Звук. Если вы создаете звук, его громкость может быть как шепотом, так и криком. Это может быть Ваш голос, чей-то другой голос, львиный рык, бой барабанов или любой другой звук. Звук звучит всю длительность заклинания, или вы можете создавать отдельные звуки в разное время, пока заклинание активно.

\n

Образ предмета. Если вы создаете образ предмета — например, стул, отпечаток в грязи, или небольшой сундук — он должен помещаться в куб с длиной ребра 5 фт. Образ не может издавать звуки, свет, запах или прочие сенсорные эффекты. Физическое взаимодействие с образом дает понять, что это иллюзия, потому что сквозь него все проходит.

\n

Если существо действием исследует звук или образ, оно может понять, что это иллюзия, совершив успешную проверку Интеллекта (Анализ) против СЛ Ваших заклинаний. Если существо распознает иллюзию, она для него становится нечеткой.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Minor Illusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"minor%20illusion_phb","propDroppable":"spell"}},"effects":[],"_id":"ScxLgIxuwVaSja4B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986885,"modifiedTime":1695376986885,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Луч холода","type":"spell","system":{"description":{"value":"

Холодный сине-белый луч устремляется к существу, находящемуся в пределах дистанции. Совершите по цели дальнобойную атаку заклинанием. При попадании она получает урон холодом [[/r 1d8]], а скорость до начала Вашего следующего хода уменьшается на 10 фт.

\n

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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","cold"]],"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":"1d8"}},"img":"icons/magic/light/beam-rays-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Ray of Frost"},"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20frost_phb","propDroppable":"spell"}},"effects":[],"_id":"KBriUaLQA3GUItYS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986917,"modifiedTime":1695376986917,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Очарование личности","type":"spell","system":{"description":{"value":"

Вы пытаетесь очаровать гуманоида, которого видите в пределах дистанции. Он должен совершить спасбросок Мудрости, с преимуществом, если вы или Ваши спутники сражаетесь с ним. Если он проваливает спасбросок, он @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарован} вами, пока заклинание активно или пока вы или Ваши спутники не причините ему вред. Очарованное существо считает вас своим другом. Когда заклинание оканчивается, существо знает, что было очаровано вами.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, то можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"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":""}},"img":"icons/magic/life/heart-shadow-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Charm Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"charm%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"qXDpaEuVRc7Z3mZF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986941,"modifiedTime":1695376986941,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение магии","type":"spell","system":{"description":{"value":"

Пока заклинание активно, вы чувствуете присутствие магии в пределах 30 фт. Если вы почувствовали за счет этого заклинания присутствие магии, вы можете действием увидеть слабую ауру вокруг видимого существа или предмета, несущего на себе магию, а также узнать школу этой магии, если она есть.

\n

Заклинание проницает большую часть барьеров, но блокируется 1 футом камня, 1 дюймом обычного металла, тонким листом свинца или 3 футами дерева или земли.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"mZHqaJEWVUwL06sj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986978,"modifiedTime":1695376986978,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Усыпление","type":"spell","system":{"description":{"value":"

Это заклинание посылает существ в магический сон.

\n

Бросьте [[/r 5d8]]; будет количеством хитов существ, на которых это заклинание может подействовать. Существа в пределах 20 фт. от точки, выбранной вами в пределах дистанции, попадают под действие в порядке увеличения их текущих хитов (игнорируя тех, что находятся @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{без сознания}).

\n

Начиная с существа с наименьшим количеством текущих хитов все существа, попадающие под действие этого заклинания, теряют сознание до окончания действия заклинания, пока не получат урон, или пока кто-нибудь другой не разбудит их, потратив действие на тряску или пощечину. Вычитайте хиты каждого существа из общей суммы, после чего переходите к следующему существу с наименьшим числом хитов. Для того чтобы существо попало под действие заклинания, нужно чтобы количество ее текущих хитов не превышало оставшуюся сумму.

\n

Нежить и существа, обладающие иммунитетом к @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованию}, не попадают под действие этого заклинания.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, бросьте дополнительно [[/r 2d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"img":"icons/magic/control/sleep-bubble-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sleep"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sleep_phb","propDroppable":"spell"}},"effects":[],"_id":"kex8xT14fstSCNmn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986997,"modifiedTime":1695376986997,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение мыслей","type":"spell","system":{"description":{"value":"

Пока заклинание активно, вы можете читать мысли некоторых существ. Если вы сотворили это заклинание, и в свой ход совершаете действие, вы можете сосредоточиться на одном существе, которое видите в пределах 30 фт. Если у выбранного существа Интеллект равен 3 или ниже, или если оно не может говорить ни на одном языке, оно не попадает под действие заклинания.

\n

Вначале вы знаете поверхностные мысли существа — то, что находится в его сознании на текущий момент. Вы можете действием либо перенести внимание на мысли другого существа, либо попытаться углубиться в мысли текущего существа. Если вы погружаетесь глубже, цель должна совершить спасбросок Мудрости. В случае провала вы получаете понимание ее мыслей (если есть), ее эмоционального состояния, и того, что ее больше всего заботит (а также то, что она любит и ненавидит). Если существо преуспеет, заклинание оканчивается. В любом случае, цель знает, что вы прощупывали ее сознание, и если вы не перевели внимание на мысли другого существа, предыдущее существо может в свой ход действием совершить проверку Интеллекта, противопоставленную Вашей проверке Интеллекта; в случае успеха заклинание оканчивается.

\n

Вопросы, задаваемые устно цели, влияют на ход ее мыслей, поэтому это заклинание чрезвычайно эффективно во время допросов.

\n

Вы можете также использовать это заклинание для обнаружения присутствия мыслящих существ, которых вы не видите. Когда вы накладываете это заклинание, или позже, пока оно активно, потратив действие, вы можете поискать мысли существ в пределах 30 фт. Заклинание проницает большую часть барьеров, но блокируется 2 футами камня, 2 дюймами обычного металла или тонким листом свинца. Вы не можете обнаружить существ с Интеллектом 3 и ниже, а также тех, кто не говорят ни на одном языке.

\n

Обнаружив таким методом присутствие существа, вы можете до окончания действия заклинания читать его мысли, как описано выше, даже если вы его не видите, но оно должно находиться в пределах дистанции.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Thoughts"},"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"}},"effects":[],"_id":"uiExiRBkSN63wObz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987017,"modifiedTime":1695376987017,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Удержание личности","type":"spell","system":{"description":{"value":"

Выберите гуманоида, которого видите в пределах дистанции. Цель должна преуспеть в спасброске Мудрости, иначе станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} на период действия заклинания. В конце каждого своего хода цель может совершать новые спасброски Мудрости. При успехе заклинание на этой цели оканчивается.

\n

На больших уровнях.\n

Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, то можете выбрать целью одного дополнительного гуманоида за каждый уровень ячейки выше 2-го. Эти гуманоиды должны находиться в пределах 30 футов друг от друга, когда вы нацеливаетесь на них.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hold Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"MrcLAWqbKZMM6xSe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987058,"modifiedTime":1695376987058,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Молния","type":"spell","system":{"description":{"value":"

Разряд молнии формирует линию длиной 100 футов и шириной 5 футов, вылетающую в выбранном вами направлении. Все существа в линии должны совершить спасбросок Ловкости. При провале существо получает урон электричеством [[/r 8d6]], или половину урона при успехе. Молния поджигает горючие предметы в поражаемой области, которые никто не несёт и не носит.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, урон увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 3-го.

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Это заклинание дарует на время своего действия до десяти существам, видимым вами в пределах дистанции, способность дышать под водой. Эти существа сохраняют и обычное дыхание.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":true,"concentration":false},"materials":{"value":"a short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/fish/fish-bluefin-yellow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Water Breathing"},"plutonium":{"page":"spells.html","source":"PHB","hash":"water%20breathing_phb","propDroppable":"spell"}},"effects":[],"_id":"eWGfsFUUIR8WfyKj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987118,"modifiedTime":1695376987118,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Усыхание","type":"spell","system":{"description":{"value":"

Некротическая энергия омывает выбранное вами существо, которое вы видите в пределах дистанции, забирая из него жидкость и жизненные силы. Цель должна совершить спасбросок Телосложения. Цель получает урон некротической энергией [[/r 8d8]] в случае провала или половину этого урона в случае успеха. Это заклинание не оказывает никакого эффекта на нежить и конструктов.

\n

Если цель — растительное существо или магическое растение, оно совершает спасбросок с помехой, и заклинание причиняет ему максимальный урон.

\n

Если цель — немагическое растение, не являющееся существом, например, дерево или куст, оно не совершает спасбросок; а просто засыхает и умирает.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 5 уровня или выше, урон увеличивается на 1к8 за каждый уровень ячейки выше четвертого.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":4,"school":"nec","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"}},"img":"icons/commodities/treasure/mask-bone-white.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blight"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blight_phb","propDroppable":"spell"}},"effects":[],"_id":"fcShXakK3cWWkqEa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987156,"modifiedTime":1695376987156,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Переносящая дверь","type":"spell","system":{"description":{"value":"

Вы телепортируетесь в другое пространство в пределах дистанции. Вы оказываетесь точно в выбранном месте. Это может быть место, которое вы видели, которое вы представляете, или которое вы можете описать указаниями направления и расстояния, например, «200 футов подо мной» или «на северо-запад, вверх под углом 45 градусов, на 300 футов».

\n

Вы можете взять с собой предметы, если их вес позволяет вам их нести. Вы также можете взять с собой одно согласное существо, с размером не больше Вашего, которое тоже может нести дозволенный вес предметов. При накладывании заклинания существо должно находиться в пределах 5 футов от вас.

\n

Если вы должны оказаться в месте, уже занятом существом или предметом, вы и все перемещающиеся с вами существа получаете урон силовым полем [[/r 4d6]], и заклинание вас не телепортирует.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"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":""}},"img":"icons/commodities/treasure/stone-cracked-lightning-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dimension Door"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dimension%20door_phb","propDroppable":"spell"}},"effects":[],"_id":"GUOlzvs2P0VxzjrW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987182,"modifiedTime":1695376987182,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подчинение личности","type":"spell","system":{"description":{"value":"

Вы пытаетесь взять под контроль гуманоида, которого видите в пределах дистанции. Он должен преуспеть в спасброске Мудрости, иначе станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным } вами на время действия заклинания. Если вы или дружественные вам существа сражаются с ним, он совершает спасбросок с преимуществом.

\n

Пока существо @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, вы обладаете телепатической связью с ним, пока вы оба находитесь на одном плане существования. При помощи этой связи вы можете отдавать ему команды, пока находитесь в сознании (действие не требуется), и оно должно будет их выполнять. Вы можете указать общее действие, такое как «атакуй вон то существо», «беги отсюда» или «принеси вот это». Если существо выполняет приказ и не получает дальнейших указаний от вас, оно в меру своих сил обороняется и защищает себя.

\n

Вы можете действием захватить полный контроль над целью. До конца Вашего следующего хода существо совершает только выбранные вами действия, и не делает ничего, что вы ему не позволяете. В это время вы можете заставлять существо совершать реакции, но при этом вы тратите и свою реакцию тоже.

\n

Каждый раз, когда цель получает урон, она повторяет спасбросок Мудрости от этого заклинания. При успехе заклинание оканчивается.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня, его длительность – концентрация, до 10 минут. Если использовать ячейку 7-го уровня, его длительность – концентрация, до 1 часа. Если использовать ячейку 8-го уровня или выше, его длительность – концентрация, до 8 часов.

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Spellcasting.

The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

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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.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""},"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Tusk","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-canine-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tusk_giant%20boar_mm_mm"}},"effects":[],"_id":"3GWEiyOdHLnruILw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376923171,"modifiedTime":1695376923171,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"f0IPdQIM1Zvz0ixY","name":"Charge","type":"feat","system":{"description":{"value":"

If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 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].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6","slashing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-red-orange.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"charge_giant%20boar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376923171,"modifiedTime":1695376923171,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"r8llhFBbYhRw4D7t","name":"Relentless","type":"feat","system":{"description":{"value":"

If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"none","cost":null,"condition":"If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point 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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 5 ([[/r 1d6 + 2]]) piercing damage.

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The bat can't use its blindsight while @condition[deafened].

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The bat has advantage on Wisdom (@skill[Perception]) checks that rely on hearing.

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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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The Nature of Swarms

[–]

The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a @creature[yuan-ti abomination] might have @creature[swarm of poisonous snakes||swarms of poisonous snakes] slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.

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Variant: Diseased Giant Rats

[–]

Some giant rats carry vile diseases that they spread with their bites.

Bite.

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ([[/r 1d6]]) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

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Дух кричит. Каждое существо в пределах 30 футов от него должно преуспеть в спасброске Мудрости против Сл спасброска ваших заклинаний, иначе станет @UUID[Compendium.sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.5CV0FzUn4pa3P9ni]{испуганным} духом на 1 минуту. Испуганное существо может повторять спасбросок в конце каждого своего хода, прекращая это состояние в случае успеха.

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Любое существо, кроме вас, начинающее свой ход в пределах 5 футов от духа, имеет скорость на 20 футов меньше обычной до начала своего следующего хода.

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Находясь в @UUID[Compendium.sc-common.sc-common.Item.gUsLnbpVYzAyeoUu]{тусклом свете} или @UUID[Compendium.sc-common.sc-common.Item.SlkIS8BVFQZP4qDZ]{темноте}, дух совершает действие @UUID[Compendium.sc-common.sc-common.Item.h5kmA3jfP82JdfoN]{Засада}.

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When a demon's body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion.

Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim's fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim's mind.

Shadowy Nature.

A shadow demon doesn't require air, food, drink, or sleep.

Demons[–]

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos.

The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation.

Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions.

Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption.

Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil.

Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.

The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence.

A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults.

Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning.

Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons.

The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession.

No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

Demon Lords[–]

The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.

Reward for Outsiders.

Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.

Power and Control.

The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.

As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.

Baphomet[–]

The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.

The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.

Demogorgon[–]

The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.

Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.

Graz'zt[–]

The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.

Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.

Juiblex[–]

The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.

In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.

Lolth[–]

The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.

Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.

Orcus[–]

Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.

The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.

Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.

Yeenoghu[–]

Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.

Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.

Other Demon Lords[–]

No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.

Demon Types[–]

Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.

Demons by Type
TypeExamples
1barlgura, shadow demon, vrock
2chasme, hezrou
3glabrezu, yochlol
4nalfeshnee
5marilith
6balor, goristro

Demon True Names

[–]

Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon 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 the most powerful demons.

A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.

Variant: Demon Summoning

[–]

Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.

  • A balor has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d8]] vrocks, [[/r 1d6]] hezrous, [[/r 1d4]] glabrezus, [[/r 1d3]] nalfeshnees, [[/r 1d2]] mariliths, or one goristro.
  • A barlgura has a [[/r 1d100]]{30 percent} chance of summoning one barlgura.
  • A chasme has a [[/r 1d100]]{30 percent} chance of summoning one chasme.
  • A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.
  • A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.
  • A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] vrocks, [[/r 1d4]] hezrous, [[/r 1d3]] glabrezus, [[/r 1d2]] nalfeshnees, or one marilith.
  • A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] vrocks, [[/r 1d3]] hezrous, [[/r 1d2]] glabrezus, or one nalfeshnee.
  • A vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.
  • A yochlol has a [[/r 1d100]]{50 percent} chance of summoning one yochlol.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

[–]

Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.

— From the Demonomicon of Iggwilv

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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одно существо. Попадание: Урон [[/damage 2d6+3 psychic average]]{ психической энергией 10 (2к6 + 3}) или, если демон совершал бросок атаки с преимуществом, урон [[/damage 4d6+3 psychic average]]{психической энергией 17 (4к6 + 3)}.

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Находясь на @UUID[Compendium.sc-common.sc-common.Item.VY4jPoiLagnpYyqk]{ярком свету}, демон совершает с помехой броски атаки, а также проверки Мудрости (Восприятие), полагающиеся на зрение.

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Находясь в области @UUID[Compendium.sc-common.sc-common.Item.gUsLnbpVYzAyeoUu]{тусклого света} или @UUID[Compendium.sc-common.sc-common.Item.SlkIS8BVFQZP4qDZ]{тьмы}, демон может совершать действие @UUID[Compendium.sc-common.sc-common.Item.h5kmA3jfP82JdfoN]{Засада }бонусным действием.

","chat":""},"damage":{"parts":[],"versatile":""},"duration":{"value":"","units":""},"range":{"units":"","value":null,"long":null},"save":{"scaling":"flat","ability":"","dc":null},"activation":{"type":"bonus","cost":1,"condition":""},"target":{"value":"","width":null,"units":"","type":"","prompt":true},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"actionType":"other","chatFlavor":"","critical":{"threshold":null,"damage":""},"formula":"","recharge":{"charged":false,"value":null},"consume":{"type":"","target":null,"amount":null,"scale":false},"cover":null,"crewed":false,"ability":"","attack":{"bonus":"","flat":false},"enchantment":null,"summons":null,"type":{"value":"monster","subtype":""},"prerequisites":{"level":null},"properties":[],"requirements":""},"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"img":"icons/magic/air/wind-stream-blue-gray.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shadow%20stealth_shadow%20demon_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.2.0","coreVersion":"11.315","createdTime":1716582873875,"modifiedTime":1716914267412,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Бестелесное перемещение/Incorporeal Movement","type":"feat","system":{"description":{"value":"

Существо может перемещаться сквозь других существ и предметы, как если бы они были труднопроходимой местностью. Оно получает урон силовым полем 5 ([[/r 1d10]]), если оканчивает ход внутри предмета.

","chat":""},"source":{"custom":"MM"},"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":"","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","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attack":{"bonus":"","flat":false},"enchantment":null,"summons":null,"prerequisites":{"level":null},"properties":[]},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"img":"icons/magic/control/debuff-energy-snare-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"incorporeal%20movement_will-o'-wisp_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.9JXjVuCUpHFjHZB6"},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.2.0","coreVersion":"11.315","createdTime":1695377009608,"modifiedTime":1716914318410,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"37wl9MWOlSq61yd0","sort":1400000}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.2.0","coreVersion":"11.315","createdTime":1716582873583,"modifiedTime":1716918536032,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3}} {"name":"Пылевой мефит/Dust Mephit","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"dust%20mephit_mm"},"core":{}},"_id":"s2jbFuIKKu5WBWxK","img":"foundryvtt-static/tokens/dust-mephit.webp","system":{"abilities":{"str":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":9,"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":17,"max":17,"temp":0,"tempmax":0,"formula":"5d6"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"

Mephits[–]

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.

Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.

Elemental Nature.

A mephit doesn't require food, drink, or sleep.

Dust Mephit[–]

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.

Variant: Summon Mephits (1/Day)

[–]

The mephit has a [[/r 1d100]]{25 percent} chance of summoning [[/r 1d4]] mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) slashing damage.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","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":""},"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_dust%20mephit_mm_mm"}},"effects":[],"_id":"0aiN3rDim2Cn8XJB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912933,"modifiedTime":1695376912933,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blinding Breath","type":"feat","system":{"description":{"value":"

The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be @condition[blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"blinding%20breath%20%7b%40recharge%7d_dust%20mephit_mm_mm"}},"effects":[],"_id":"89pOrhu2cCYwk1fw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912933,"modifiedTime":1695376912933,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uEV1aRHfU9rpOVDE","name":"Death Burst","type":"feat","system":{"description":{"value":"

When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be @condition[blinded] for 1 minute. A @condition[blinded] creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/explosion-star-glow-yellow.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"death%20burst_dust%20mephit_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912933,"modifiedTime":1695376912933,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Усыпление","type":"spell","system":{"description":{"value":"

Это заклинание посылает существ в магический сон.

\n

Бросьте [[/r 5d8]]; будет количеством хитов существ, на которых это заклинание может подействовать. Существа в пределах 20 фт. от точки, выбранной вами в пределах дистанции, попадают под действие в порядке увеличения их текущих хитов (игнорируя тех, что находятся @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{без сознания}).

\n

Начиная с существа с наименьшим количеством текущих хитов все существа, попадающие под действие этого заклинания, теряют сознание до окончания действия заклинания, пока не получат урон, или пока кто-нибудь другой не разбудит их, потратив действие на тряску или пощечину. Вычитайте хиты каждого существа из общей суммы, после чего переходите к следующему существу с наименьшим числом хитов. Для того чтобы существо попало под действие заклинания, нужно чтобы количество ее текущих хитов не превышало оставшуюся сумму.

\n

Нежить и существа, обладающие иммунитетом к @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованию}, не попадают под действие этого заклинания.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, бросьте дополнительно [[/r 2d8]] за каждый уровень ячейки выше 1-го.

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Innate Spellcasting (1/Day).

The mephit can innately cast @UUID[Actor.s2jbFuIKKu5WBWxK.Item.9BwUfrdmkiEyr9ok], requiring no material components. Its innate spellcasting ability is Charisma.

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Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.

Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.

Fire Snakes.

Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year.

Slaves of the Efreet.

Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.

Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants.

The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves.

Domineering Nobles.

Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.

As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure.

Living Forges.

Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.

This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat.

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The salamander makes two attacks: one with its spear and one with its tail.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage, or 13 ([[/r 2d8 + 4]]) piercing damage if used with two hands to make a melee attack, plus 3 ([[/r 1d6]]) fire damage.

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 20/60 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage, or 13 ([[/r 2d8 + 4]]) piercing damage if used with two hands to make a melee attack, plus 3 ([[/r 1d6]]) fire damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage plus 7 ([[/r 2d6]]) fire damage, and the target is @condition[grappled] (escape DC 14). Until this grapple ends, the target is @condition[restrained], the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

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A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 ([[/r 2d6]]) fire damage.

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Any metal melee weapon the salamander wields deals an extra 3 ([[/r 1d6]]) fire damage on a hit (included in the attack).

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A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Elementals[–]

Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.

Living Elements.

On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.

Conjured by Magic.

Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.

Bound and Shaped.

Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.

Elemental Nature.

An elemental doesn't require air, food, drink, or sleep.

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Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 ([[/r 2d8 + 4]]) bludgeoning damage. If it is Large or smaller, it is also @condition[grappled] (escape DC 14). Until this grapple ends, the target is @condition[restrained] and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target @condition[grappled] by it takes 13 ([[/r 2d8 + 4]]) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

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The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers.

A rust monster's body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head.

Underground Scavengers.

Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume.

They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent's source to corrode and consume the object.

A rust monster doesn't care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them.

Subterranean Wanderers.

Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets.

[–]

Destroyed me hammer and me axe, it did. Put me faith to the test that day, it did.

— Brawn Thunderstones, dwarf paladin of Dumathoin

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d8 + 1]]) piercing damage.

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The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

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Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

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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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At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size.

Sky Titans.

In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air.

When the war ended, the rocs were freed from giant domination and spread throughout the world.

Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons.

Remote and Alone.

Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures.

Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating.

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The roc makes two attacks: one with its beak and one with its talons.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 10 ft., one target. Hit: 27 ([[/r 4d8 + 9]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 23 ([[/r 4d6 + 9]]) slashing damage, and the target is @condition[grappled] (escape DC 19). Until this grapple ends, the target is @condition[restrained], and the roc can't use its talons on another target.

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The roc has advantage on Wisdom (@skill[Perception]) checks that rely on sight.

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Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows.

Treebound.

Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.

A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.

Reclusive Fey.

Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be @condition[charmed].

Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home.

Woodland Magic.

Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells.

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Дриада нацеливается на одного гуманоида или зверя, которого видит в пределах 30 футов от себя. Если цель видит дриаду, она должна преуспеть в спасброске Мудрости Сл 14, иначе станет магическим образом очарованной. Очарованное существо считает дриаду верным другом, о котором нужно заботиться и которого нужно защищать. Несмотря на то, что цель не находится под контролем дриады, она выполняет её просьбы.

Каждый раз, когда дриада или её союзники причиняют цели вред, та может повторить спасбросок, оканчивая эффект на себе при успехе. В противном случае эффект длится 24 часа, или пока дриада не умрёт. Чтобы эффект не прерывался, дриада должна находиться на одном плане с целью, и дриада может сама окончить эффект бонусным действием. Если спасбросок цели был успешным, цель получает иммунитет к Фейскому очарованию этой дриады на следующие 24 часа.

У дриады одновременно очарованными может быть не более одного гуманоида и не более трёх зверей.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/mammals/elk-moose-marked-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fey%20charm_dryad_mm_mm"}},"effects":[],"_id":"lzQb8pmWvXauCE3Q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698325848994,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wlx9iBz1XTqbxMtZ","name":"Общение со зверьми и растениями/Speak with Beasts and Plants","type":"feat","system":{"description":{"value":"

Дриада может общаться со зверьми и растениями, как если бы у них был общий язык.

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Один раз в свой ход дриада может использовать 10 футов перемещения на то, чтобы магическим образом войти в живое дерево в пределах досягаемости и выйти из второго живого дерева в пределах 60 футов от первого, появляясь в свободном пространстве в пределах 5 футов от второго дерева. Оба дерева должны быть как минимум Большого размера.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/nature/leaf-glow-triple-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"tree%20stride_dryad_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698325923174,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой дриады является Харизма (Сл спасброска от заклинания 14). Дриада может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_dryad_mm_mm"}},"effects":[],"_id":"CkwhTRlK0Nk0TK6o","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376912088,"modifiedTime":1698326055596,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Дубинка/Club","type":"weapon","system":{"description":{"value":"
","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":{"value":1,"denomination":"sp"},"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":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"club","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":null},"img":"icons/weapons/clubs/club-simple-black.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"club_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.ZnIsnDESdzBzzSI2"}},"effects":[],"_id":"wCvKB0HVFcGSlUqb","_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1697455482084,"modifiedTime":1698325780827,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"name":"Сопротивление магии/Magic Resistance","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20resistance_faerie%20dragon%20(violet)_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.T8tp2PPxUqTkoEB2.Item.34T6M9iImMp96ZdF"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695312618065,"modifiedTime":1698325866006,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2100000,"_id":"rO1IAVia0wgFg1tF"},{"name":"Друидизм/Druidcraft","type":"spell","system":{"description":{"value":"
\n

Шепча духам природы, вы создаете один из этих эффектов в пределах дистанции:

\n\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/lotus-glow-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"druidcraft_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.jW9pNNRqVWvaLsYl"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479899,"modifiedTime":1698326097235,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"LGr1zq7fCj8lK5o2","sort":0},{"name":"Опутывание/Entangle","type":"spell","system":{"description":{"value":"
\n

Цепкие лозы и лианы выползают из земли в 20-футовом квадрате, начинающемся с точки в пределах дистанции. Пока длится заклинание, эти растения превращают область действия в пересечённую местность.

\n

Каждое существо в области в момент сотворения должно пройти испытание Силы. При провале оно @Compendium[laaru-dnd5-hw.sostoyaniya.8LBZMAHPd6dQ8CTN]{обездвижено} лозами, пока длится заклинание. Существо, обездвиженное лозами, может использовать действие, чтобы пройти проверку Силы. СЛ равна СЛ испытаний против ваших заклинаний. При успехе существо освобождается.

\n

Когда заклинание прекращает действовать, созданные растения увядают.

\n
","chat":"","unidentified":""},"source":"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"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/tentacles/tentacle-earth-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"entangle_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.bA6bnVMkNtApX2gL"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760480099,"modifiedTime":1698326166480,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"X1WySmzi7DIe64t1","sort":0},{"name":"Вкусные ягоды/Goodberry","type":"spell","system":{"description":{"value":"
\n

Несколько ягод (не более 10), наполненных магией, появляются в вашей руке. Существо может использовать действие, чтобы съесть одну ягоду. Это восстановит ему 1 ПЗ, кроме того, ягода достаточно питательна, чтобы насытить существо на целый день.

\n

Ягоды становятся бесполезны, если их не съесть в течение 24 часов после сотворения заклинания.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"touch","type":""},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"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":"a sprig of mistletoe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/consumables/fruit/berry-dates-jujube-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"goodberry_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.2ElGQhTPeoT4EXY9"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760481370,"modifiedTime":1698326182210,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"TTt0QXk7ihM20HCe","sort":0},{"name":"Бесследный шаг/Pass without Trace","type":"spell","system":{"description":{"value":"
\n

Вы создаёте покров тени и тишины, маскирующий вас и ваших спутников. Пока длится заклинание, любые выбранные вами существа в пределах 30 футов от вас (включая вас) получают бонус +10 к проверкам Ловкости (Скрытность) и их нельзя выследить иначе как с помощью магии. Существо, получившее этот бонус, не оставляет никаких следов там, где проходит.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"ashes from a burned leaf of mistletoe and a sprig of spruce","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/stealth-hide-beast-eyes-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"pass%20without%20trace_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.5fPDrCtl6Ej227yL"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760484312,"modifiedTime":1698326194229,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"BhBtndVdNQwLJb56","sort":0},{"name":"Шиллейла/Shillelagh","type":"spell","system":{"description":{"value":"
\n
Дубинка или боевой посох, который вы держите, наделяется силой природы. Пока длится заклинание, вы можете использовать свою заклинательную характеристику вместо Силы при бросках атаки и урона для атак этим оружием в ближнем бою, а кость урона этого оружия заменяется на [[/r d8]]. Оружие также становится магическим, если не было таковым. Заклинание прекращает действовать, если вы сотворите его снова или отпустите это оружие.
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Прикоснитесь к согласному существу. Пока длится заклинание, его кожа будет выглядеть грубой, как кора, а КБ цели не сможет стать ниже 16 вне зависимости от надетой брони.
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The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.

A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.

Boldly Talkative.

A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.

A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.

Prized Treasures.

Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.

Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard.

A Brass Dragon's Lair[–]

A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d10 + 2]]) piercing damage.

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The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 ([[/r 4d6]]) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall @condition[unconscious] for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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The Nature of Swarms

[–]

The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a @creature[yuan-ti abomination] might have @creature[swarm of poisonous snakes||swarms of poisonous snakes] slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.

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Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.

Goblinoids.

Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.

Malicious Glee.

Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.

Leaders and Followers.

Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.

Challenging Lairs.

Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.

Worshipers of Maglubiyet.

Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \"privilege\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.

[–]

If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.

— Stalman Kilm, Slave Lord

[–]

Bree-Yark!

— Goblin for \"We surrender!\" (or so they say)

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The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.

Haughty and Cruel.

The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.

Spiteful Slavers.

Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line.

Planar Raiders.

Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.

On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races.

[–]

The armies of the Grand Sultan are bolstered by legions of devils, his palace warded by spells of a thousand archmagi. No one has plundered the efreeti's fabled vaults and lived to tell the tale. By the grace of a thousand winds, you could be the first.

— A djinni enticing adventurers to free her caliph from a magic lamp in the Charcoal Palace of the City of Brass

Genies[–]

Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.

Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.

Creatures of the Elements.

A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.

A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.

When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.

In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.

Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.

Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.

Rule or Be Ruled.

Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.

Decadent Nobility.

Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.

The Power of Worship.

Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.

Variant: Genie Powers

[–]

Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

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The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) slashing damage plus 7 ([[/r 2d6]]) fire damage.

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Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one target. Hit: 17 ([[/r 5d6]]) fire damage.

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If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/powder-raw-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"elemental%20demise_efreeti_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914207,"modifiedTime":1695376914207,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Призыв элементаля","type":"spell","system":{"description":{"value":"

Вы вызываете прислуживающего элементаля. Выберите область воды, воздуха, земли или огня, помещающуюся в куб с длиной ребра 10 фт. В свободном пространство в пределах 10 клеток от выбранной области появляется соответствующий местности элементаль с показателем опасности 5 или меньше. Например, из костра выходит Огненный элементаль, а Земляной элементаль выбирается из-под земли. Элементаль исчезает, когда его хиты опускаются до 0, или когда заклинание оканчивается.

\n

Элементаль дружественен к вам и Вашим спутникам, пока заклинание активно. Совершите проверку инициативы за элементаля, и он будет совершать свои собственные ходы. Он подчиняется отданным вами устно командам (действие не требуется). Если вы не отдаёте команду, он защищается от враждебных существ, но действий не совершает.

\n

Если Ваша концентрация нарушена, элементаль не исчезает. Вместо этого вы теряете над ним контроль, и он становится враждебным к вам и Вашим спутникам, и может напасть. Неуправляемый элементаль не может быть отпущен вами, но он исчезает через 1 час после того, как был призван.

\n

Параметры элементалей есть у мастера.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, показатель опасности увеличивается на 1 за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"(@item.level - 5) * 1"}},"img":"icons/magic/earth/construct-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Conjure Elemental"},"plutonium":{"page":"spells.html","source":"PHB","hash":"conjure%20elemental_phb","propDroppable":"spell"}},"effects":[],"_id":"f0ML5GRhpSEYuLFg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914239,"modifiedTime":1695376914239,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Газообразная форма","type":"spell","system":{"description":{"value":"

Вы превращаете на время действия заклинания согласное существо, которого касаетесь, а также все, что оно носит и несет, в туманное облако. Заклинание оканчивается, если хиты существа опускаются до 0. Бестелесные существа не попадают под действие этого заклинания.

\n

Пока цель находится в этой форме, единственной её скоростью перемещения становится скорость полёта 10 футов. Цель может входить в пространство других существ и оставаться там. Существо получает сопротивление к немагическому урону, и с преимуществом совершает спасброски Силы, Ловкости и Телосложения. Цель может проходить через небольшие отверстия, узкие щели, но жидкости для нее считаются твердыми поверхностями. Цель не может упасть и остается парить, даже если становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломленной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{недееспособной}.

\n

Находясь в форме туманного облака, цель не может говорить и манипулировать предметами, и все предметы, которые она несет или носит, нельзя ронять, использовать и вообще как-либо с ними взаимодействовать. Цель не может атаковать и сотворять заклинания.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/projectile-orb-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Gaseous Form"},"plutonium":{"page":"spells.html","source":"PHB","hash":"gaseous%20form_phb","propDroppable":"spell"}},"effects":[],"_id":"PEJqx8GwjPBbOcTy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914269,"modifiedTime":1695376914269,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Невидимость","type":"spell","system":{"description":{"value":"

Существо, которого вы касаетесь, становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимым} до окончания действия заклинания. Все, что цель несет или носит, становится невидимым, пока остается у нее. Заклинание оканчивается на цели, если она совершает атаку или сотворяет заклинание.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 2-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Invisibility"},"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"}},"effects":[],"_id":"Bct3s5KLK9FxXNRN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914303,"modifiedTime":1695376914303,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Образ","type":"spell","system":{"description":{"value":"

Вы создаете образ предмета, существа или другого видимого явления, помещающийся в объеме в куб с длиной ребра 20 фт. Образ появляется в точке, которую вы видите в пределах дистанции, и существует, пока активно заклинание. Он выглядит абсолютно реальным, включая звук, запах и температуру, соответствующую этому предмету. Вы не можете создать жар или холод, достаточный для получения урона, звук, громкость которого может причинить урон звуком или оглушить существо, или запах, способный вызвать тошноту (такую как вонь троглодита).

\n

Пока вы находитесь в пределах дистанции от иллюзии, вы можете действием заставить образ переместиться в любое место в пределах дистанции. Пока образ меняет местоположение, вы можете изменять его внешность, чтобы перемещение выглядело естественным. Например, если вы создаете образ существа и перемещаете его, вы можете изменить образ, чтобы казалось, что оно идет. Точно так же, вы можете заставить иллюзию издавать в разное время разные звуки, и даже заставлять ее принимать участие в беседе, например.

\n

Физическое взаимодействие с образом дает понять, что это иллюзия, потому что сквозь него все проходит. Существа, исследующие образ действием, могут определить, что это иллюзия, совершив успешную проверку Интеллекта (Анализ) против СЛ Ваших заклинаний. Если существо распознает иллюзию, оно может видеть сквозь нее, и все прочие сенсорные эффекты иллюзии тоже притупляются.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, оно длится, пока не рассеяно, и не требует концентрации.

","chat":"","unidentified":""},"source":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/mushrooms-fire-glow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Major Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"major%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"x6W2qqhx1ySRJ23g","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914327,"modifiedTime":1695376914327,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Уход в иной мир","type":"spell","system":{"description":{"value":"

Вы и до восьми согласных существ, взявшиеся за руки кругом, перемещаетесь на другой план существования. Вы можете указать в общих чертах точку прибытия, например, Медный город на Стихийном Плане Огня или дворец Диспатера на втором уровне Девяти Преисподних, и вы появитесь возле этого места. Например, если вы хотели оказаться в Медном городе, вы можете прибыть на Стальную улицу, перед Вратами Пепла, или оказаться посреди Моря Огня, на выбор Мастера.

\n

В качестве альтернативы, если вы знаете последовательность знаков Телепортационного круга на другом плане существования, это заклинание может перенести вас в этот круг. Если круг телепортации слишком мал для переносимого количества существ, они появляются в ближайшем свободном пространстве рядом с кругом.

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Вы можете использовать это заклинание, чтобы изгонять несогласных существ на другой план. Выберите существо в пределах досягаемости и совершите по нему рукопашную атаку заклинанием. При попадании существо должно совершить спасбросок Харизмы. Если существо его проваливает, оно переносится в случайным образом выбранное место на выбранном вами плане существования. Перенесённое таким образом существо должно будет самостоятельно найти дорогу на Ваш текущий план существования.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"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":""}},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Plane Shift"},"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"}},"effects":[],"_id":"Y3x0sMLZVvyObnDu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914383,"modifiedTime":1695376914383,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненная стена","type":"spell","system":{"description":{"value":"

Вы создаёте стену из огня на твёрдой поверхности в пределах дистанции. Вы можете создать стену до 60 футов в длину, 20 футов в высоту и 1 фут толщиной, или замкнутой кольцом стеной до 20 футов диаметром, 20 футов высотой и толщиной 1 фут. Стена непрозрачная и существует, пока активно заклинание.

\n

Когда стена появляется, все существа в её области должны совершить спасбросок Ловкости. При провале они получают урон огнём [[/r 5d8]] или половину этого урона при успехе.

\n

Одна сторона стены, выбранная при накладывании заклинания, причиняет урон огнём [[/r 5d8]] всем существам, оканчивающим ход в пределах 10 футов от этой стороны или внутри стены. Существа получают такой же урон когда впервые за ход входят в стену или оканчивают там ход. Другая сторона стены не причиняет урон.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 4-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a small piece of phosphorus","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/fire/barrier-wall-flame-ring-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Wall of Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"Fwioec6wVRUDbAza","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914410,"modifiedTime":1695376914410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Увеличение/уменьшение","type":"spell","system":{"description":{"value":"

Вы увеличиваете или уменьшаете существо или предмет, видимый вами в пределах дистанции, на время действия заклинания. Выберите или существо или предмет, который никто не несет и не носит. Если цель хочет, она может совершить спасбросок Телосложения. При успехе заклинание не оказывает на неё никакого влияния. Если цель — существо, всё, что она носит и несет, изменяет размер вместе с ней. Всё, что это существо бросит, тут же обретает свой естественный размер.

\n

Увеличение. Размеры цели удваиваются по всем измерениям, а вес увеличивается в восемь раз. Это увеличивает размер на одну категорию — от Среднего до Большого, например. Если для цели не хватает пространства, она приобретает максимально возможный размер. Пока заклинание активно, цель совершает с преимуществом проверки и спасброски Силы. Оружие цели тоже увеличивается. Атаки увеличенным оружием причиняют дополнительный урон [[/r 1d4]].

\n

Уменьшение. Размеры цели уменьшаются вдвое по всем измерениям, а вес уменьшается до одной восьмой от обычного. Это уменьшает размер на одну категорию — от Среднего до Маленького, например. Пока заклинание активно, цель совершает с помехой проверки и спасброски Силы. Оружие цели тоже уменьшается. Атаки уменьшенным оружием причиняют на [[/r 1d4]] меньше урона (урон не может быть меньше 1).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Enlarge/Reduce"},"plutonium":{"page":"spells.html","source":"PHB","hash":"enlarge%2freduce_phb","propDroppable":"spell"}},"effects":[],"_id":"UfZXM4TBLAPkJTXc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914442,"modifiedTime":1695376914442,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Языки","type":"spell","system":{"description":{"value":"

Это заклинание дарует существу, которого вы касаетесь, способность понимать все языки, которые оно слышит. Более того, когда цель говорит, все существа, знающие хотя бы один язык, и слышащие цель, понимают, что она сказала.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/mouth-teeth-sharp.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Tongues"},"plutonium":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"}},"effects":[],"_id":"E3AYPuph8dbMkn7M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914487,"modifiedTime":1695376914487,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение магии","type":"spell","system":{"description":{"value":"

Пока заклинание активно, вы чувствуете присутствие магии в пределах 30 фт. Если вы почувствовали за счет этого заклинания присутствие магии, вы можете действием увидеть слабую ауру вокруг видимого существа или предмета, несущего на себе магию, а также узнать школу этой магии, если она есть.

\n

Заклинание проницает большую часть барьеров, но блокируется 1 футом камня, 1 дюймом обычного металла, тонким листом свинца или 3 футами дерева или земли.

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Innate Spellcasting.

The efreeti's innate spellcasting ability is Charisma (spell save DC 15, [[/r 1d20+7]]{+7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:

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Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

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The assassin makes two shortsword attacks.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 ([[/r 7d6]]) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 80/320 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 ([[/r 7d6]]) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":5,"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":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"],["7d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"lightcrossbow","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":1},"name":"Light Crossbow","type":"weapon","img":"icons/weapons/crossbows/crossbow-simple-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Light Crossbow"},"plutonium":{"page":"monsterAction","source":"MM","hash":"light%20crossbow_assassin_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"Yxqu7dy0eD1zEaQ2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376886246,"modifiedTime":1695376886246,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ebsxVmJFGxZrhjng","name":"Assassinate","type":"feat","system":{"description":{"value":"

During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The assassin deals an extra 14 ([[/r 4d6]]) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't @condition[incapacitated] and the assassin doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/weapons-crossed-swords-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sneak%20attack%20(1%2fturn)_assassin_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376886246,"modifiedTime":1695376886246,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Доспех, проклёпанная кожа","type":"equipment","system":{"description":{"value":"

Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":13,"price":{"value":45,"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":""},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":"studded","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/equipment/chest/breastplate-rivited-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Studded Leather Armor"},"plutonium":{"page":"items.html","source":"PHB","hash":"studded%20leather%20armor_phb"}},"effects":[],"_id":"nsOmC0wAEJbnaTur","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376886246,"modifiedTime":1695376886246,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376886003,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} @@ -171,7 +171,7 @@ {"name":"Бес/Imp","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"imp_mm"},"core":{},"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":"oJNpjp7nCKjzIhAK","img":"foundryvtt-static/tokens/imp.webp","system":{"abilities":{"str":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"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":10,"max":10,"temp":null,"tempmax":null,"formula":"3d4 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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 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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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 5 (1к4 + 3), и цель должна совершить спасбросок Телосложения Сл 11, получая урон ядом 10 (3к6) при провале, или половину этого урона при успехе.

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Магическая тьма не мешает тёмному зрению беса.

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Существо магическим образом становится невидимым, пока оно не совершит атаку, не прочтёт заклинание, или пока не прервёт концентрацию (как при концентрации на заклинании).

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Существо может действием превратиться в животное или гибрид животного и гуманоида или же принять свой истинный облик гуманоида. Вся его статистика, за исключением КД, остаётся одинаковой во всех обликах. Всё несомое и носимое им снаряжение не превращается. Он принимает свой истинный облик, если умирает.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.

Obsession with Tragedy.

Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.

Covens.

A green hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 5 (1,800 XP).

Hags[–]

Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.

Faces of Evil.

Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.

All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.

Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.

Monstrous Motherhood.

Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.

Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.

Dark Bargains.

Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.

Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain.

A Foul Nature.

Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \"help\" such creatures by disfiguring or transforming them.

This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.

Dark Sorority.

Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.

Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.

Dark Lairs.

Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.

Hag Covens

[–]

When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting.

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

  • 1st level (4 slots): @spell[identify], @spell[ray of sickness]
  • 2nd level (3 slots): @spell[hold person], @spell[locate object]
  • 3rd level (3 slots): @spell[bestow curse], @spell[counterspell], @spell[lightning bolt]
  • 4th level (3 slots): @spell[phantasmal killer], @spell[polymorph]
  • 5th level (2 slots): @spell[contact other plane], @spell[scrying]
  • 6th level (1 slot): @spell[eyebite]

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.

Hag Eye.

A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and @sense[darkvision] with a radius of 60 feet. If it is destroyed, each coven member takes [[/r 3d10]] psychic damage and is @condition[blinded] for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while @condition[blinded]. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Lair Actions[–]

The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.

On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:

A powerful green hag might have the following additional lair action:

Regional Effects[–]

Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to [[/r 2d10]] days to fade away.

The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:

A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:

Hag Covens

[–]

When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only).

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.

Hag Eye.

A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes [[/r 3d10]] psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

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Рукопашная атака оружием: +6 к попаданию, досягаемость 5 футов, одна цель. Попадание: Рубящий урон 13 (2к8 + 4).

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Карга покрывает себя и все, что несет и носит, магической иллюзией, заставляющей её выглядеть как другое существо примерно её размера и с гуманоидным телом. Иллюзия оканчивается, если карга умирает, и карга может окончить её бонусным действием.

Изменения, внесенные эти эффектом, не проходят физическую проверку. Например, кожа карги может выглядеть гладкой, но тот, кто её коснется, почувствует морщины. Если же полагаться только на зрение, то существо должно действием совершить проверку Интеллекта (Расследование) Сл 20 и преуспеть, чтобы понять, что была использована иллюзия.

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Существо магическим образом становится невидимым, пока не атакует, или не наложит заклинание, либо пока не прервет концентрацию (как при концентрации на заклинании). Будучи невидимым, оно не оставляет физических следов, так что выследить его можно только с помощью магии. Все снаряжение, которое оно несет и носит, становится невидимым вместе с ней.

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Существо может подражать звукам животных и голосам гуманоидов. Существо, слышащее эти звуки, может понять, что это подражание, если совершит успешную проверку Мудрости (Проницательность) Сл 14.

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Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20until%20initiative%20count%2020%20on%20the%20next%20..._green%20hag_mm_mm"}},"effects":[],"_id":"qHCoBKJcmEISZvl8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934641,"modifiedTime":1695376934641,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The hag targets any number of doors and ...","type":"feat","system":{"description":{"value":"

The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.

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The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20the%20hag%20creates%20an%20illusory%20duplicate%20of%20..._green%20hag_mm_mm"}},"effects":[],"_id":"d2y8OavvfGEplJv2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934641,"modifiedTime":1695376934641,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to [[/r 2d10]] days to fade away.

The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:

A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_green%20hag_mm_mm"}},"effects":[],"_id":"qHHLQhnerujtJmpY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934641,"modifiedTime":1695376934641,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой карги является Харизма (Сл спасброска от заклинания 12). Она может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_green%20hag_mm_mm"}},"effects":[],"_id":"xwpYkvSF7o4fJ8d4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934771,"modifiedTime":1698273577228,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Амфибия/Amphibious","type":"feat","system":{"description":{"value":"

Существо может дышать и воздухом и под водой.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_giant%20crab_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.wDLvU3JrZbEWFMeh.Item.z6vHyBpjY9CLR22D"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695312739142,"modifiedTime":1698273213083,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":1600000,"_id":"BcKX4McH3TrWO08E"},{"name":"Язвительная насмешка/Vicious Mockery","type":"spell","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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"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":false},"scaling":{"mode":"cantrip","formula":"1d4"}},"img":"icons/creatures/magical/spirit-poison-smoke-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"vicious%20mockery_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.T8avYqEP92wB19Vh"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760487966,"modifiedTime":1698273278413,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"80TT0f31rp1zRPg3","sort":0},{"name":"Малая иллюзия/Minor Illusion","type":"spell","system":{"description":{"value":"
\n

Вы создаёте звук или образ объекта в пределах дистанции. Он существует, пока длится заклинание. Иллюзия также рассеивается, если вы прекратите её в качестве действия или сотворите это заклинание снова.

\n

Если вы создаёте звук, его громкость может варьироваться от шёпота до крика. Это может быть ваш или чей-то ещё голос, рёв льва, бой барабанов или что угодно ещё на ваш выбор. Звук может продолжаться всю длительность, или вы можете выбрать отдельные звуки, звучащие в разное время, пока длится заклинание.

\n

Если вы создаёте образ объекта — например, кресло, грязные следы ног или сундучок, — он должен быть не больше 5-футового куба. Образ не может создавать звук, свет, запах или иной сенсорный эффект. Физическое взаимодействие с образом выдаёт, что это иллюзия, потому что предметы проходят сквозь неё.

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Если существо использует действие, чтобы изучить звук или образ, оно может понять, что это иллюзия, успешно пройдя проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. Если существо распознаёт иллюзию, она становится для него едва различимой

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"minor%20illusion_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.XUA2VyDuIALG15Wn"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760483752,"modifiedTime":1698273294631,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"pqncwUIceiYRlmH8","sort":0},{"name":"Пляшущие огоньки/Dancing Lights","type":"spell","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":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.LdO1B41coMqmESeB"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479154,"modifiedTime":1698273303066,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"BXHYz22E8ik9unEb","sort":0}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934591,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Змеёныш бронзового дракона/Bronze Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bronze%20dragon%20wyrmling_mm"},"core":{}},"_id":"EZ9kTP4ZzW09OvKn","img":"foundryvtt-static/tokens/bronze-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":32,"max":32,"temp":0,"tempmax":0,"formula":"5d8 + 10"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":30,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.

A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.

Dragons of the Coast.

Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item.

War Machines.

Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.

Well-Organized Wealth.

Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

A Bronze Dragon's Lair[–]

A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

","public":""},"alignment":"lawful good","race":"","type":{"value":"dragon","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["lightning"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["draconic"],"custom":""}},"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":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":2,"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":1,"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":"Змеёныш бронзового дракона","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/bronze-dragon-wyrmling.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d10 + 3]]) piercing damage.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"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_bronze%20dragon%20wyrmling_mm_mm"}},"effects":[],"_id":"NVyGnkAqD5IaZvPk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376895796,"modifiedTime":1695376895796,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"OFyC9lYO4GTRhXBs","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.EZ9kTP4ZzW09OvKn.Item.RxFLlm2dhFvD7ACc]{Lightning Breath} or @UUID[Actor.EZ9kTP4ZzW09OvKn.Item.3RDM5VYvX4XklZFu]{Repulsion Breath}

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"breath%20weapons%20%7b%40recharge%205%7d_bronze%20dragon%20wyrmling_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376895796,"modifiedTime":1695376895796,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"RxFLlm2dhFvD7ACc","name":"Breath Weapons: Lightning Breath","type":"feat","system":{"description":{"value":"

The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 ([[/r 3d10]]) lightning damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":40,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"OFyC9lYO4GTRhXBs","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"breath%20weapons%3a%20lightning%20breath_bronze%20dragon%20wyrmling_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376895796,"modifiedTime":1695376895796,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3RDM5VYvX4XklZFu","name":"Breath Weapons: Repulsion Breath","type":"feat","system":{"description":{"value":"

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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The dragon can breathe air and water.

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Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.

A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends.

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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: 3 (1к6) колющего урона.

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Святослон трубит в свой хобот, этот звук слышно на расстоянии до 600 футов. Трубный звук создаёт 30 футовый конус энергии с одним эффектом по выбору святослона:

@UUID[.SLYwdjNZ9g8IwdNl]{Звучная труба/Trumpet of Blasting}

@UUID[.keZEJOftIw6cWk1W]{Искристая труба/Trumpet of Sparkles}

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Каждое существо в конусе должно совершить спасбросок Телосложения Сл 14. При провале существо получает 17 (5к6) урона звуком и @Compendium[sc-common.sc-common.3e2b71wH9TokUisW]{Оглохший/Deafened} на 1 минуту. При успехе существо получает половину этого урона и не глохнет. Немагические предметы в конусе, которые не носят и не несут, получают 35 (10к6) урона звуком.

","chat":"","unidentified":""},"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":"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/horn-drinking-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20blasting_hollyphant_bgdia_bgdia"},"core":{"sourceId":"Actor.RdRXCEiDK7w6LyLu.Item.SLYwdjNZ9g8IwdNl"}},"effects":[],"_id":"SLYwdjNZ9g8IwdNl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578498494,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Искристая труба/Trumpet of Sparkles","type":"feat","system":{"description":{"value":"

Все существа в конусе должны совершить спасбросок Телосложения Сл 14. При провале существо получает 22 (4к8 + 4) урона излучением, при успехе— половину этого урона. Злые существа совершают спасбросок с помехой. Добрые существа в конусе не получают урона.

","chat":"","unidentified":""},"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":"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/horn-red-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20sparkles_hollyphant_bgdia_bgdia"},"core":{"sourceId":"Actor.RdRXCEiDK7w6LyLu.Item.keZEJOftIw6cWk1W"}},"effects":[],"_id":"keZEJOftIw6cWk1W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578523311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dKfKTkVJhCZdjJKG","name":"Аура неуязвимости/Aura of Invulnerability","type":"feat","system":{"description":{"value":"

Невидимая аура образует сферу радиусом 10 футов вокруг святослона, пока он жив. Любое заклинание 5-го круга или ниже, наложенное за пределами барьера, не влияет на существ и объекты в пределах барьера, даже если оно наложено с использованием ячейки более высокого уровня. Такое заклинание может быть нацелено на существ и объекты под защитой барьера, но не подействует на них. Аналогично область в пределах барьера исключена из областей, на которые воздействуют заклинания извне. Святослон может действием подавить эту особенность, пока сохраняет концентрацию (как если бы концентрировался на заклинании).

","chat":"","unidentified":""},"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":"","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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-transparent.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"aura%20of%20invulnerability_hollyphant_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578566213,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой святослона является Мудрость (Сл спасброска от заклинания 15). Святослон может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_hollyphant_bgdia_bgdia"}},"effects":[],"_id":"wwCIbP382DtBU5HK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002815,"modifiedTime":1705578688818,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Магическое оружие/Magic Weapons","type":"feat","system":{"description":{"value":"

Атаки оружием существа являются магическими.

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/swords/sword-runed-glowing.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_flesh%20golem_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.nU9LWMdyg083aQl7.Item.8qk50ZjsEn95WMxU"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695312678789,"modifiedTime":1705578572338,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2400000,"_id":"9ujKggq3LXBod8Cl"},{"name":"Свет/Light","type":"spell","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":0,"long":null,"units":"touch"},"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":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.EX4sqX9MWsNAXjyR"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760482802,"modifiedTime":1705578768332,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"p2210i7miMnL1GbM","sort":100000},{"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":"","unidentified":""},"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":2,"max":"2","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":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":1705578799420,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"3gWIkmb7qXvRCheO","sort":0},{"name":"Исцеление ран/Cure Wounds","type":"spell","system":{"description":{"value":"
\n
Существо, которого вы коснулись, восстанавливает ПЗ в количестве [[/r 1d8]] + 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 увеличивается 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":null,"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":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","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":"innate","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/life/cross-flared-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cure%20wounds_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Sm4HJlAj4Cz8Z9uI"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479127,"modifiedTime":1705578809339,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"HljUFbcZIQfjHlDY","sort":0},{"name":"Защита от зла и от добра/Protection from Evil and Good","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, одно согласное существо, которого вы коснулись, защищено от определенных типов существ: аберраций, бестий, небожителей, нежити, фей и элементалей.

\n

Защита дает несколько выгод. Существа этих типов получают помеху к броскам атаки по цели. Цель не может быть @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожена}или @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугана} ими, они не могут в нее вселиться. Если цель уже обворожена или испугана подобным существом либо оно вселилось в нее, она получает преимущество к любому последующему испытанию против этого эффекта.

\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":0,"long":null,"units":"touch"},"uses":{"value":2,"max":"2","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":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Zb4J0XOyFHNymRl7"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485110,"modifiedTime":1705578818061,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"03xaKtZp5HnjKBoQ","sort":0},{"name":"Изгнание/Banishment","type":"spell","system":{"description":{"value":"
\n
Вы пытаетесь отправить одно существо, которое видите в пределах дистанции, на другой план бытия. Цель должна пройти испытание Харизмы, при провале она изгнана.
\n
 
\n
Если цель родом с того же плана, где вы находитесь, она изгнана в безвредный демиплан. Цель @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведена из строя}, пока там находится. Она остаётся там, пока длится заклинание, после чего снова появляется на месте, где раньше находилась, или в ближайшем незанятом пространстве, если прежнее место занято.
\n
Если цель родом с иного плана бытия, она с негромким хлопком исчезает и возвращается на родной план. Если заклинание прекратится раньше, чем прошла 1 минута, цель появится на месте, где раньше находилась, или в ближайшем незанятом пространстве, если прежнее место занято. В противном случае цель не возвращается вовсе.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 4-го.
\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":"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":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.22jevqxprsOlmf8D"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477406,"modifiedTime":1705578830459,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"hu0co92gUwcmsFZp","sort":0},{"name":"Излечение/Heal","type":"spell","system":{"description":{"value":"

Выберите существо, которое видите в пределах дистанции. Его окутывает прилив позитивной энергии, восста- навливающий ему 70 ПЗ. Заклинание также снимает с цели @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{слепоту}, @Compendium[laaru-dnd5-hw.sostoyaniya.JBEii8TGJiUu9cn2]{глухоту} и любые болезни. Заклинание не действует на конструкции и нежить.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 7-го круга или выше, исцеление увеличивается на 10 за каждый круг ячейки выше 6-го.

","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":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"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":false},"scaling":{"mode":"level","formula":"(@item.level - 6) * 10"}},"img":"icons/magic/life/heart-cross-strong-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"heal_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.MsjQNVqus0KypOT1"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481857,"modifiedTime":1705578840298,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iZxvEdp4lTXifHL1","sort":0},{"name":"Возвращение к жизни/Raise Dead","type":"spell","system":{"description":{"value":"
\n

Вы касаетесь мёртвого существа и возвращаете его к жизни, если оно было мертво не дольше 10 дней. Если душа существа свободна и хочет вернуться в тело, существо оживает с1 ПЗ.

\n

Заклинание нейтрализует все яды и исцеляет немагические болезни, влиявшие на существо на момент смерти. Однако заклинание не снимает магические болезни, проклятия и тому подобные эффекты. Если их не снять перед сотворением этого заклинания, они продолжат действовать, когда существо вернётся к жизни. Заклинание не может вернуть к жизни нежить.

\n

Заклинание заставляет все смертельные раны зарасти, но потерянные части тела не восстанавливает. Если существу не хватает жизненно важных частей тела или органов — например, головы, — заклинание автоматически не срабатывает.

\n

Возвращение из мёртвых — тяжёлое испытание. Цель получает штраф -4 ко всем броскам атак, испытаниям и проверкам характеристик. Каждый раз, когда цель завершает долгий отдых, штраф уменьшается на 1, пока не исчезнет.

\n
","chat":"","unidentified":""},"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":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.T0iTArirWGjB5cLV"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485204,"modifiedTime":1705578848060,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Gl8nXTL3flT8rQYp","sort":0},{"name":"Телепортация/Teleport","type":"spell","system":{"description":{"value":"
\n
Заклинание мгновенно переносит вас и не более восьми согласных существ на ваш выбор, которых вы видите в пределах дистанции, или один объект, который вы видите в пределах дистанции, в выбранное вами место назначения. Если цель — объект, он должен полностью помещаться в 10-футовый куб и его не должно носить или держать несогласное существо.
\n
 
\n
Место назначения должно быть известно вам и находиться на том же плане бытия, что и вы. От вашей степени знакомства с местом назначения зависят ваши шансы попасть туда. Мастер бросает [[/r d100]] и сверяется с таблицей.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Телепортация
ЗнакомствоСрывПохожее местоМимоНа месте
Постоянный круг01–100
Связанный объект01–100
Хорошо знакомо01–0506–1314–2425–100
Случалось бывать01–3334–4344–5354–100
Однажды видели01–4344–5354–7374–100
Описание01–4344–5354–7374–100
Ложное место01–5051–100
\n
\n
     Знакомство. «Постоянный круг» означает постоянный круг телепортации, последовательность символов которого вы знаете, «Связанный объект» значит, что у вас есть объект, взятый из места назначения за последние 6 месяцев, — например, книга из библиотеки волшебника, простыня из номера в гостинице или кусочек мрамора из тайной гробницы лича. 
\n
 
\n
«Хорошо знакомо» — место, в котором вы часто бывали, которое тщательно изучали или можете видеть, когда творите это заклинание. «Случалось бывать» — место, где вы бывали более одного раза, но которое не очень хорошо знаете. «Однажды видели» - место, которое вы видели один раз, возможно при помощи магии. «Описание» — место, расположение и внешний вид которого вы знаете только по чужим описаниям или карте.
\n
 
\n
«Ложное место» — место, которого не существует. Возможно, вы пытались шпионить за врагом и видели его укрытие, но оно оказалось иллюзией. Или вы пытаетесь переместиться в знакомое место, которого больше нет.
\n
 
\n
На месте. Вы и ваша группа (или объект) оказываетесь там, где хотели.
\n
 
\n
Мимо. Вы и ваша группа (или объект) оказываетесь на случайном расстоянии от цели в неизвестном направлении. Расстояние до цели равно [[/r 1d10 * 1d10]] (1d10 × 1d10) процентов расстояния, которое вы пытались преодолеть. К примеру, если вы пытались перенестись на 120 миль, но попали мимо и выбросили 5 из на двух [[/r d10]], вы окажетесь в 15% расстояния от цели, то есть в 18 милях. Мастер случайным образом определяет, в каком направлении относительно цели вы оказались, бросив [[/r d8]]. При этом 1 означает север, 2 — северо-восток, 3 — восток и так далее по компасу. Если вы пытались телепортироваться в прибрежный город и оказались в море в 18 милях от берега, возможны проблемы.
\n
 
\n
Похожее место. Вы и ваша группа (или объект) оказываетесь в другом месте, которое визуально или тематически похоже на нужное. К примеру, если вы пытались попасть в свою лабораторию, вы можете оказаться в лаборатории другого волшебника или в алхимической лавке, где есть инструменты, похожие на ваши. Как правило, вы оказываетесь в ближайшем похожем месте, но, поскольку у заклинания нет ограничения по дистанции, вы запросто можете оказаться в любом месте этого плана бытия.
\n
 
\n
Срыв. Непредсказуемая магия заклинания устраивает вам неприятную прогулку. Каждое телепортирующееся существо (или объект) получает  [[/r 3d10]] урона силой, и мастер делает ещё один бросок, чтобы определить, где вы окажетесь. Срывы могут повторяться несколько раз, нанося урон многократно.
\n
\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":9,"width":null,"units":"","type":"creature","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":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":7,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.LWHcQTEDg4v6kcui"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487249,"modifiedTime":1705578855722,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"zpu9Iwc0oWxn25P7","sort":0},{"name":"Метаморфоза/Shapechange","type":"spell","system":{"description":{"value":"
\n

Вы принимаете форму другого существа, пока длится заклинание. Новой формой может быть любое существо с классом опасности, не превышающим ваш уровень. Существо не может быть конструкцией или нежитью, и вы должны были видеть подобное существо хотя бы раз. Вы превращаетесь в типичный экземпляр подобного существа, без уровней в классах и без способности Заклинания.

\n

Ваши игровые параметры заменяются параметрами выбранного существа, но вы сохраняете ваше мировоззрение и значения Интеллекта, Мудрости и Харизмы. Вы также сохраняете все ваши умения в навыках и в испытаниях в придачу к тем, что получаете от новой формы. Если у существа, которым вы стали, есть то же умение, что у вас, а бонус в его блоке параметров выше вашего, используйте бонус существа. Нельзя использовать легендарные действия и действия логова, принадлежащие новой форме.

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Вы получаете ПЗ и кости здоровья новой формы. Вернувшись в обычную форму, вы возвращаетесь к тем ПЗ, которые у вас были до превращения. Но если вы превращаетесь обратно из-за снижения ПЗ до 0, любой избыточный урон переносится на вашу обычную форму; если этот урон не снижает пз обычной формы до 0, вы @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{не теряете сознания}.

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Вы сохраняете классовые особенности, особенности расы и от прочих источников, если ваша новая форма физически способна ими пользоваться. Нельзя использовать особое восприятие вашей обычной формы (вроде @Compendium[laaru-dnd5-hw.sostoyaniya.ISAzCKx8W9pk8GB1]{ночного зрения}), если его нет у новой формы. Вы можете говорить, только если новая форма на это способна. 

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Вы сами решаете, что будет с вашим снаряжением после превращения. Оно может упасть наземь, слиться с новым телом или остаться надетым на нем. Надетое снаряжение действует как обычно, но мастер вправе решать, подходит ли новой форме такого рода снаряжение, в зависимости от размеров и формы существа. Снаряжение не меняет форму и размер под новое тело, так что любое снаряжение, которое новое тело неспособно носить, должно или упасть наземь, или слиться с новой формой. Слившееся с телом снаряжение не оказывает никаких эффектов.

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Пока длится заклинание, вы можете использовать действие, чтобы принять другую форму, следуя тем же ограничениям и правилам, что при первом превращении. Есть одно исключение: если у вашей новой формы больше ПЗ, чем у прежней, ваше текущее количество ПЗ не изменяется.

\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":"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":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"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":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.nqpX6ONF2c9acAtY"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486013,"modifiedTime":1705578867224,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Jv4ewxZP1MDK11iw","sort":0},{"name":"Защита от зла и от добра/Protection from Evil and Good","type":"spell","system":{"description":{"value":"
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Пока длится заклинание, одно согласное существо, которого вы коснулись, защищено от определенных типов существ: аберраций, бестий, небожителей, нежити, фей и элементалей.

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Защита дает несколько выгод. Существа этих типов получают помеху к броскам атаки по цели. Цель не может быть @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожена}или @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугана} ими, они не могут в нее вселиться. Если цель уже обворожена или испугана подобным существом либо оно вселилось в нее, она получает преимущество к любому последующему испытанию против этого эффекта.

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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":null,"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":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Zb4J0XOyFHNymRl7"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485110,"modifiedTime":1705578876837,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"NzTrJ8z56pgYcv20","sort":0}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002234,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Оллифант/Hollyphant","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"hollyphant_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":"RdRXCEiDK7w6LyLu","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Hollyphant.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 + 8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":120,"swim":null,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis"},"details":{"biography":{"value":"

Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.

A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends.

","public":""},"alignment":"lawful good","race":null,"type":{"value":"celestial","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"sm","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"bypasses":["mgc"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["celestial"],"custom":"telepathy 120 ft."}},"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":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":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":"Hollyphant","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Hollyphant.png","scaleX":0.8,"scaleY":0.8,"offsetX":0,"offsetY":0,"rotation":0},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: 3 (1к6) колющего урона.

","chat":"","unidentified":""},"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":""},"weaponType":"natural","baseItem":"","properties":{"mgc":true,"ada":false,"rel":false,"amm":false,"ret":false,"two":false,"rch":false,"lgt":false,"thr":false,"fir":false,"spc":false,"lod":false,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Бивни/Tusks","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-canine-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"tusks_hollyphant_bgdia_bgdia"}},"effects":[],"_id":"oku7dyMeEl5BgOpR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578433143,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Труба/Trumpet","type":"feat","system":{"description":{"value":"

Святослон трубит в свой хобот, этот звук слышно на расстоянии до 600 футов. Трубный звук создаёт 30 футовый конус энергии с одним эффектом по выбору святослона:

@UUID[.SLYwdjNZ9g8IwdNl]{Звучная труба/Trumpet of Blasting}

@UUID[.keZEJOftIw6cWk1W]{Искристая труба/Trumpet of Sparkles}

","chat":"","unidentified":""},"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":"","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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/flute-simple-wood.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20(3%2fday)_hollyphant_bgdia_bgdia"}},"effects":[],"_id":"hxWaYu0fkxr9br0r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578534668,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Звучная труба/Trumpet of Blasting","type":"feat","system":{"description":{"value":"

Каждое существо в конусе должно совершить спасбросок Телосложения Сл 14. При провале существо получает 17 (5к6) урона звуком и @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.IimHN2B3zuFRZBui]{Оглохший/Deafened} на 1 минуту. При успехе существо получает половину этого урона и не глохнет. Немагические предметы в конусе, которые не носят и не несут, получают 35 (10к6) урона звуком.

","chat":"","unidentified":""},"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":"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/horn-drinking-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20blasting_hollyphant_bgdia_bgdia"},"core":{"sourceId":"Actor.RdRXCEiDK7w6LyLu.Item.SLYwdjNZ9g8IwdNl"}},"effects":[],"_id":"SLYwdjNZ9g8IwdNl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578498494,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Искристая труба/Trumpet of Sparkles","type":"feat","system":{"description":{"value":"

Все существа в конусе должны совершить спасбросок Телосложения Сл 14. При провале существо получает 22 (4к8 + 4) урона излучением, при успехе— половину этого урона. Злые существа совершают спасбросок с помехой. Добрые существа в конусе не получают урона.

","chat":"","unidentified":""},"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":"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/instruments/horn-red-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"trumpet%20of%20sparkles_hollyphant_bgdia_bgdia"},"core":{"sourceId":"Actor.RdRXCEiDK7w6LyLu.Item.keZEJOftIw6cWk1W"}},"effects":[],"_id":"keZEJOftIw6cWk1W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578523311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dKfKTkVJhCZdjJKG","name":"Аура неуязвимости/Aura of Invulnerability","type":"feat","system":{"description":{"value":"

Невидимая аура образует сферу радиусом 10 футов вокруг святослона, пока он жив. Любое заклинание 5-го круга или ниже, наложенное за пределами барьера, не влияет на существ и объекты в пределах барьера, даже если оно наложено с использованием ячейки более высокого уровня. Такое заклинание может быть нацелено на существ и объекты под защитой барьера, но не подействует на них. Аналогично область в пределах барьера исключена из областей, на которые воздействуют заклинания извне. Святослон может действием подавить эту особенность, пока сохраняет концентрацию (как если бы концентрировался на заклинании).

","chat":"","unidentified":""},"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":"","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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-transparent.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"aura%20of%20invulnerability_hollyphant_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002309,"modifiedTime":1705578566213,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой святослона является Мудрость (Сл спасброска от заклинания 15). Святослон может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"innate%20spellcasting_hollyphant_bgdia_bgdia"}},"effects":[],"_id":"wwCIbP382DtBU5HK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002815,"modifiedTime":1705578688818,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Магическое оружие/Magic Weapons","type":"feat","system":{"description":{"value":"

Атаки оружием существа являются магическими.

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/swords/sword-runed-glowing.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_flesh%20golem_mm_mm"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true},"quickFooter":{"value":true}},"core":{"sourceId":"Actor.nU9LWMdyg083aQl7.Item.8qk50ZjsEn95WMxU"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695312678789,"modifiedTime":1705578572338,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2400000,"_id":"9ujKggq3LXBod8Cl"},{"name":"Свет/Light","type":"spell","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":0,"long":null,"units":"touch"},"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":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.EX4sqX9MWsNAXjyR"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760482802,"modifiedTime":1705578768332,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"p2210i7miMnL1GbM","sort":100000},{"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":"","unidentified":""},"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":2,"max":"2","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":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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":1705578799420,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"3gWIkmb7qXvRCheO","sort":0},{"name":"Исцеление ран/Cure Wounds","type":"spell","system":{"description":{"value":"
\n
Существо, которого вы коснулись, восстанавливает ПЗ в количестве [[/r 1d8]] + 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 увеличивается 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":null,"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":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","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":"innate","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/life/cross-flared-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"cure%20wounds_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Sm4HJlAj4Cz8Z9uI"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479127,"modifiedTime":1705578809339,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"HljUFbcZIQfjHlDY","sort":0},{"name":"Защита от зла и от добра/Protection from Evil and Good","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, одно согласное существо, которого вы коснулись, защищено от определенных типов существ: аберраций, бестий, небожителей, нежити, фей и элементалей.

\n

Защита дает несколько выгод. Существа этих типов получают помеху к броскам атаки по цели. Цель не может быть @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожена}или @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугана} ими, они не могут в нее вселиться. Если цель уже обворожена или испугана подобным существом либо оно вселилось в нее, она получает преимущество к любому последующему испытанию против этого эффекта.

\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":0,"long":null,"units":"touch"},"uses":{"value":2,"max":"2","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":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Zb4J0XOyFHNymRl7"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485110,"modifiedTime":1705578818061,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"03xaKtZp5HnjKBoQ","sort":0},{"name":"Изгнание/Banishment","type":"spell","system":{"description":{"value":"
\n
Вы пытаетесь отправить одно существо, которое видите в пределах дистанции, на другой план бытия. Цель должна пройти испытание Харизмы, при провале она изгнана.
\n
 
\n
Если цель родом с того же плана, где вы находитесь, она изгнана в безвредный демиплан. Цель @Compendium[laaru-dnd5-hw.sostoyaniya.3yQzUJzdrHg1OlIL]{выведена из строя}, пока там находится. Она остаётся там, пока длится заклинание, после чего снова появляется на месте, где раньше находилась, или в ближайшем незанятом пространстве, если прежнее место занято.
\n
Если цель родом с иного плана бытия, она с негромким хлопком исчезает и возвращается на родной план. Если заклинание прекратится раньше, чем прошла 1 минута, цель появится на месте, где раньше находилась, или в ближайшем незанятом пространстве, если прежнее место занято. В противном случае цель не возвращается вовсе.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 4-го.
\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":"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":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.22jevqxprsOlmf8D"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760477406,"modifiedTime":1705578830459,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"hu0co92gUwcmsFZp","sort":0},{"name":"Излечение/Heal","type":"spell","system":{"description":{"value":"

Выберите существо, которое видите в пределах дистанции. Его окутывает прилив позитивной энергии, восста- навливающий ему 70 ПЗ. Заклинание также снимает с цели @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{слепоту}, @Compendium[laaru-dnd5-hw.sostoyaniya.JBEii8TGJiUu9cn2]{глухоту} и любые болезни. Заклинание не действует на конструкции и нежить.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 7-го круга или выше, исцеление увеличивается на 10 за каждый круг ячейки выше 6-го.

","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":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"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":false},"scaling":{"mode":"level","formula":"(@item.level - 6) * 10"}},"img":"icons/magic/life/heart-cross-strong-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"heal_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.MsjQNVqus0KypOT1"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481857,"modifiedTime":1705578840298,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iZxvEdp4lTXifHL1","sort":0},{"name":"Возвращение к жизни/Raise Dead","type":"spell","system":{"description":{"value":"
\n

Вы касаетесь мёртвого существа и возвращаете его к жизни, если оно было мертво не дольше 10 дней. Если душа существа свободна и хочет вернуться в тело, существо оживает с1 ПЗ.

\n

Заклинание нейтрализует все яды и исцеляет немагические болезни, влиявшие на существо на момент смерти. Однако заклинание не снимает магические болезни, проклятия и тому подобные эффекты. Если их не снять перед сотворением этого заклинания, они продолжат действовать, когда существо вернётся к жизни. Заклинание не может вернуть к жизни нежить.

\n

Заклинание заставляет все смертельные раны зарасти, но потерянные части тела не восстанавливает. Если существу не хватает жизненно важных частей тела или органов — например, головы, — заклинание автоматически не срабатывает.

\n

Возвращение из мёртвых — тяжёлое испытание. Цель получает штраф -4 ко всем броскам атак, испытаниям и проверкам характеристик. Каждый раз, когда цель завершает долгий отдых, штраф уменьшается на 1, пока не исчезнет.

\n
","chat":"","unidentified":""},"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":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.T0iTArirWGjB5cLV"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485204,"modifiedTime":1705578848060,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Gl8nXTL3flT8rQYp","sort":0},{"name":"Телепортация/Teleport","type":"spell","system":{"description":{"value":"
\n
Заклинание мгновенно переносит вас и не более восьми согласных существ на ваш выбор, которых вы видите в пределах дистанции, или один объект, который вы видите в пределах дистанции, в выбранное вами место назначения. Если цель — объект, он должен полностью помещаться в 10-футовый куб и его не должно носить или держать несогласное существо.
\n
 
\n
Место назначения должно быть известно вам и находиться на том же плане бытия, что и вы. От вашей степени знакомства с местом назначения зависят ваши шансы попасть туда. Мастер бросает [[/r d100]] и сверяется с таблицей.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Телепортация
ЗнакомствоСрывПохожее местоМимоНа месте
Постоянный круг01–100
Связанный объект01–100
Хорошо знакомо01–0506–1314–2425–100
Случалось бывать01–3334–4344–5354–100
Однажды видели01–4344–5354–7374–100
Описание01–4344–5354–7374–100
Ложное место01–5051–100
\n
\n
     Знакомство. «Постоянный круг» означает постоянный круг телепортации, последовательность символов которого вы знаете, «Связанный объект» значит, что у вас есть объект, взятый из места назначения за последние 6 месяцев, — например, книга из библиотеки волшебника, простыня из номера в гостинице или кусочек мрамора из тайной гробницы лича. 
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«Хорошо знакомо» — место, в котором вы часто бывали, которое тщательно изучали или можете видеть, когда творите это заклинание. «Случалось бывать» — место, где вы бывали более одного раза, но которое не очень хорошо знаете. «Однажды видели» - место, которое вы видели один раз, возможно при помощи магии. «Описание» — место, расположение и внешний вид которого вы знаете только по чужим описаниям или карте.
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«Ложное место» — место, которого не существует. Возможно, вы пытались шпионить за врагом и видели его укрытие, но оно оказалось иллюзией. Или вы пытаетесь переместиться в знакомое место, которого больше нет.
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На месте. Вы и ваша группа (или объект) оказываетесь там, где хотели.
\n
 
\n
Мимо. Вы и ваша группа (или объект) оказываетесь на случайном расстоянии от цели в неизвестном направлении. Расстояние до цели равно [[/r 1d10 * 1d10]] (1d10 × 1d10) процентов расстояния, которое вы пытались преодолеть. К примеру, если вы пытались перенестись на 120 миль, но попали мимо и выбросили 5 из на двух [[/r d10]], вы окажетесь в 15% расстояния от цели, то есть в 18 милях. Мастер случайным образом определяет, в каком направлении относительно цели вы оказались, бросив [[/r d8]]. При этом 1 означает север, 2 — северо-восток, 3 — восток и так далее по компасу. Если вы пытались телепортироваться в прибрежный город и оказались в море в 18 милях от берега, возможны проблемы.
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Похожее место. Вы и ваша группа (или объект) оказываетесь в другом месте, которое визуально или тематически похоже на нужное. К примеру, если вы пытались попасть в свою лабораторию, вы можете оказаться в лаборатории другого волшебника или в алхимической лавке, где есть инструменты, похожие на ваши. Как правило, вы оказываетесь в ближайшем похожем месте, но, поскольку у заклинания нет ограничения по дистанции, вы запросто можете оказаться в любом месте этого плана бытия.
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Срыв. Непредсказуемая магия заклинания устраивает вам неприятную прогулку. Каждое телепортирующееся существо (или объект) получает  [[/r 3d10]] урона силой, и мастер делает ещё один бросок, чтобы определить, где вы окажетесь. Срывы могут повторяться несколько раз, нанося урон многократно.
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\n
\n
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\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creature","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":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":7,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.LWHcQTEDg4v6kcui"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487249,"modifiedTime":1705578855722,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"zpu9Iwc0oWxn25P7","sort":0},{"name":"Метаморфоза/Shapechange","type":"spell","system":{"description":{"value":"
\n

Вы принимаете форму другого существа, пока длится заклинание. Новой формой может быть любое существо с классом опасности, не превышающим ваш уровень. Существо не может быть конструкцией или нежитью, и вы должны были видеть подобное существо хотя бы раз. Вы превращаетесь в типичный экземпляр подобного существа, без уровней в классах и без способности Заклинания.

\n

Ваши игровые параметры заменяются параметрами выбранного существа, но вы сохраняете ваше мировоззрение и значения Интеллекта, Мудрости и Харизмы. Вы также сохраняете все ваши умения в навыках и в испытаниях в придачу к тем, что получаете от новой формы. Если у существа, которым вы стали, есть то же умение, что у вас, а бонус в его блоке параметров выше вашего, используйте бонус существа. Нельзя использовать легендарные действия и действия логова, принадлежащие новой форме.

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Вы получаете ПЗ и кости здоровья новой формы. Вернувшись в обычную форму, вы возвращаетесь к тем ПЗ, которые у вас были до превращения. Но если вы превращаетесь обратно из-за снижения ПЗ до 0, любой избыточный урон переносится на вашу обычную форму; если этот урон не снижает пз обычной формы до 0, вы @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{не теряете сознания}.

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Вы сохраняете классовые особенности, особенности расы и от прочих источников, если ваша новая форма физически способна ими пользоваться. Нельзя использовать особое восприятие вашей обычной формы (вроде @Compendium[laaru-dnd5-hw.sostoyaniya.ISAzCKx8W9pk8GB1]{ночного зрения}), если его нет у новой формы. Вы можете говорить, только если новая форма на это способна. 

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Вы сами решаете, что будет с вашим снаряжением после превращения. Оно может упасть наземь, слиться с новым телом или остаться надетым на нем. Надетое снаряжение действует как обычно, но мастер вправе решать, подходит ли новой форме такого рода снаряжение, в зависимости от размеров и формы существа. Снаряжение не меняет форму и размер под новое тело, так что любое снаряжение, которое новое тело неспособно носить, должно или упасть наземь, или слиться с новой формой. Слившееся с телом снаряжение не оказывает никаких эффектов.

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Пока длится заклинание, вы можете использовать действие, чтобы принять другую форму, следуя тем же ограничениям и правилам, что при первом превращении. Есть одно исключение: если у вашей новой формы больше ПЗ, чем у прежней, ваше текущее количество ПЗ не изменяется.

\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":"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":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"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":false},"scaling":{"mode":"none","formula":""}},"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"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.nqpX6ONF2c9acAtY"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486013,"modifiedTime":1705578867224,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Jv4ewxZP1MDK11iw","sort":0},{"name":"Защита от зла и от добра/Protection from Evil and Good","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, одно согласное существо, которого вы коснулись, защищено от определенных типов существ: аберраций, бестий, небожителей, нежити, фей и элементалей.

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Защита дает несколько выгод. Существа этих типов получают помеху к броскам атаки по цели. Цель не может быть @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожена}или @Compendium[laaru-dnd5-hw.sostoyaniya.bM6mDYvBFw64wDMp]{испугана} ими, они не могут в нее вселиться. Если цель уже обворожена или испугана подобным существом либо оно вселилось в нее, она получает преимущество к любому последующему испытанию против этого эффекта.

\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":0,"long":null,"units":"touch"},"uses":{"value":2,"max":"2","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":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.Zb4J0XOyFHNymRl7"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485110,"modifiedTime":1705578876837,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"NzTrJ8z56pgYcv20","sort":0}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575002234,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Дух исчадия(Дьявол)/Fiendish 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The fiend makes a number of attacks equal to half this spell's level (rounded down).

","chat":""},"damage":{"parts":[],"versatile":""},"duration":{"value":"","units":""},"range":{"units":"","value":null,"long":null},"save":{"scaling":"flat","ability":"","dc":null},"activation":{"type":"action","cost":1,"condition":""},"target":{"value":"","width":null,"units":"","type":"","prompt":true},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"actionType":"other","chatFlavor":"","critical":{"threshold":null,"damage":""},"formula":"","recharge":{"charged":false,"value":null},"consume":{"type":"","target":null,"amount":null,"scale":false},"attack":{"bonus":"","flat":false},"cover":null,"crewed":false,"ability":"","enchantment":null,"summons":null,"type":{"value":"monster","subtype":""},"prerequisites":{"level":null},"properties":[],"requirements":""},"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"TCE","hash":"multiattack_fiendish%20spirit_tce_tce"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"_id":"YpzfievaA5iEA5Iz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.2.0","coreVersion":"11.315","createdTime":1716581667001,"modifiedTime":1716917992425,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"system":{"damage":{"parts":[["2d6 + 3 + 6","fire"]],"versatile":""},"source":{"custom":"TCE"},"description":{"value":"

Дальнобойная атака заклинанием: ваш модификатор броска атаки заклинанием к попаданию, дистанция 150 фт., одна цель. Попадание: 2к6 + 3 + уровень ячейки урона огнём. Если цель — горючий предмет, который никто не несёт и не носит, она также загорается.

","chat":""},"range":{"value":150,"long":null,"units":"ft"},"proficient":1,"save":{"scaling":"flat","ability":"","dc":null},"activation":{"type":"action","cost":1,"condition":""},"ability":"","actionType":"rsak","chatFlavor":"","critical":{"threshold":null,"damage":""},"formula":"","unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"attack":{"bonus":"- @attributes.prof - @mod + @srd5e.userchar.spellAttackRanged","flat":false},"identified":true,"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"","attunement":"","attuned":false,"equipped":true,"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":"","width":null,"units":"","type":"","prompt":true},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"enchantment":null,"summons":null,"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"magicalBonus":null,"properties":[]},"name":"Метание пламени/Hurl Flame","type":"weapon","ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"img":"icons/magic/fire/explosion-embers-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"TCE","hash":"hurl%20flame%20(devil%20only)_fiendish%20spirit_tce_tce"},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickFooter":{"value":true},"quickAttack":{"value":true}}},"effects":[],"_id":"5AUvjHmDS3Eof2k9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"3.2.0","coreVersion":"11.315","createdTime":1716581667001,"modifiedTime":1716917981269,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Сопротивление магии/Magic Resistance","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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Магическая тьма не мешает тёмному зрению существа.

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Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

","public":""},"alignment":"any alignment","race":"","type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Urban","cr":0.25,"spellLevel":1,"source":"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)"}},"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":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":1,"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":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":"Послушник","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/acolyte.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 2 ([[/r 1d4]]) bludgeoning damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":1,"denomination":"sp"},"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"club","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":1},"name":"Club","type":"weapon","img":"icons/weapons/clubs/club-simple-black.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Club"},"plutonium":{"page":"monsterAction","source":"MM","hash":"club_acolyte_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"M87N1vNC7gazlZAs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870825,"modifiedTime":1695376870825,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Свет","type":"spell","system":{"description":{"value":"

Вы касаетесь одного предмета, длина которого ни по одному из измерений не превышает 10 футов. Пока заклинание активно, предмет испускает @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{яркий свет} в радиусе 20 футов и @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{тусклый свет} в пределах ещё 20 футов. Свет может быть любого выбранного вами цвета. Полное покрытие предмета чем-то непрозрачным блокирует свет. Заклинание оканчивается, если вы наложите его ещё раз или окончите действием.

\n

Если вы нацелились на предмет, несомый или носимый враждебным существом, это существо должно совершить спасбросок Ловкости, чтобы увернуться от заклинания.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orb-lightbulb-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Light"},"plutonium":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"}},"effects":[],"_id":"6BolwSkYZALyOaio","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870845,"modifiedTime":1695376870845,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Священное пламя","type":"spell","system":{"description":{"value":"

Похожее на огонь сияние нисходит на существо, которое вы видите в пределах дистанции. Цель должна преуспеть в спасброске Ловкости, иначе она получает урон излучением [[/r 1d8]]. Для этого спасброска цель не получает преимуществ от укрытия.

\n

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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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"}},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sacred Flame"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"}},"effects":[],"_id":"RMOSqwcACvOfbF6P","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870875,"modifiedTime":1695376870875,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чудотворство","type":"spell","system":{"description":{"value":"

Вы создаёте небольшое чудо, знак сверхъестественной силы. Вы создаёте один из следующих магических эффектов в пределах дистанции:

\n

\n

Если вы накладываете это заклинание несколько раз, у вас может быть до трёх активных эффектов с длительностью в 1 минуту, и вы можете оканчивать такие эффекты действием.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Thaumaturgy"},"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"effects":[],"_id":"UmG2uSsxtld81xbz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870905,"modifiedTime":1695376870905,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Благословение","type":"spell","system":{"description":{"value":"

Вы благословляете до трёх существ на свой выбор в пределах дистанции. Каждый раз, когда до окончания заклинания цель совершает бросок атаки или спасбросок, она может бросить [[/r d4]] и добавить выпавшее число к результату.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2 уровня или выше, вы можете сделать целью одно дополнительное существо за каждый уровень ячейки выше первого.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/life/heart-hand-gold-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Bless"},"plutonium":{"page":"spells.html","source":"PHB","hash":"bless_phb","propDroppable":"spell"}},"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":[]}],"_id":"EB2BPRjtpin1DilJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870923,"modifiedTime":1695376870923,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Лечение ран","type":"spell","system":{"description":{"value":"

Существо, которого вы касаетесь, восстанавливает количество хитов, равное [[/r 1d8]] + Ваш модификатор базовой характеристики. Это заклинание не оказывает никакого эффекта на нежить и конструктов.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, исцеление увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"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":"1d8"}},"img":"icons/magic/life/cross-flared-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cure Wounds"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cure%20wounds_phb","propDroppable":"spell"}},"effects":[],"_id":"mSon004y65zSUlC2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870942,"modifiedTime":1695376870942,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Убежище","type":"spell","system":{"description":{"value":"

Вы защищаете одно существо в пределах дистанции от атак. Пока заклинание активно, все существа, нацеливающиеся на защищённое существо атаками или вредоносными заклинаниями, должны вначале совершить спасбросок Мудрости. При провале существо должно выбрать новую цель или потеряет атаку или заклинание. Это заклинание не защищает от эффектов, действующих по площади, таких как взрыв Огненного шара.

\n

Если защищённое существо совершает атаку, сотворяет заклинание, оказывающее действие на противника, или наносит урон другому существу — это заклинание оканчивается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/holy/barrier-shield-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sanctuary"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sanctuary_phb","propDroppable":"spell"}},"effects":[],"_id":"28vQmCC2BSq8SRSG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870968,"modifiedTime":1695376870968,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, [[/r 1d20+4]]{+4} to hit with spell attacks). The acolyte has following cleric spells prepared:

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A bulette is a massive predator that terrorizes any lands it inhabits. Also called a \"land shark,\" it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.

Underground Hunters.

Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.

Wandering Monster.

A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.

A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.

All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.

Arcane Creation.

Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 30 ([[/r 4d12 + 4]]) piercing damage.

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If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked @condition[prone] and take 14 ([[/r 3d6 + 4]]) bludgeoning damage plus 14 ([[/r 3d6 + 4]]) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked @condition[prone], and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls @condition[prone] in the bulette's space.

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The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

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Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.

Furious Tempers.

Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.

Gruesome Gluttons.

Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture.

Greedy Collectors.

An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous \"treasure\" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size.

Legendary Stupidity.

Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.

Primitive Wanderers.

Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.

An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.

Ogre Gangs.

Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.

Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks.

[–]

Worst. Dancers. Ever.

— Riddlefiddle the Satyr, on ogres

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 30/120 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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Этот грубый доспех состоит из толстых мехов и шкур. Обычно их носят племена варваров, злые гуманоиды и прочие народы, у которых нет инструментов и материалов для создания более качественных доспехов.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 8 ([[/r 2d4 + 3]]) bludgeoning damage.

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If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ([[/r 2d4]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @condition[prone].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-red-orange.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"charge_giant%20goat_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376925703,"modifiedTime":1695376925703,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"aCSUtMiEB1Bk1hyk","name":"Sure-Footed","type":"feat","system":{"description":{"value":"

The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @condition[prone].

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Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.

A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.

Good Hosts.

A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.

Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.

Cautious and Crafty.

When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.

A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

A Copper Dragon's Lair[–]

Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 13, and it has [[/r 1d20+5]]{+5} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is DC 13, and it has [[/r 1d20+5]]{+5} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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КД камбиона включает бонус Харизмы.

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Базовой характеристикой камбиона является Харизма (Сл спасброска от заклинания 14). Он может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

","chat":""},"source":{},"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":"spell"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"7apBdvjqyP37wbUw","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263666509,"modifiedTime":1710263723854,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"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":3,"max":"3","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":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.BJIE46FnZFMnD9Ub"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1710263771358,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"iUM9NfOsam2tVtN8","sort":0},{"name":"Приказ/Command","type":"spell","system":{"description":{"value":"
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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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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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и заканчивает ход.

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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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","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":3,"max":"3","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":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/magic/control/control-influence-puppet.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.6bi4H055nR30kWkD"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true},"quickSave":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760478287,"modifiedTime":1710263789430,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"D0t93DAjyDRKCXYR","sort":0},{"name":"Иной облик/Alter Self","type":"spell","system":{"description":{"value":"
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Вы принимаете иную форму. Творя это заклинание, выберите один из представленных вариантов. Его эффекты сохранятся, пока длится заклинание. В это время вы можете в качестве действия прекратить один из вариантов и получить пользу от другого.

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Естественное оружие. У вас вырастают когти, клыки, шипы, рога или иное естественное оружие на ваш выбор. Ваши безоружные удары наносят [[/r 1d6]] дробящего, колющего или режущего урона, подходящего выбранному вами естественному оружию, и вы умелы в обращении с ним. Это естественное оружие — магическое, у вас бонус +1 к броскам атаки и урона им.

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Подводная адаптация. Ваше тело адаптируется к подводной среде, у вас появляются жабры и перепонки между пальцами. Вы можете дышать под водой и получаете скорость плавания, равную вашей скорости ходьбы.

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Смена облика. Вы меняете свою внешность. Вы сами решаете, как вы выглядите теперь, какой у вас рост, вес, черты лица, голос, волосы, цвет кожи и прочее. Вы можете выглядеть как представитель другой расы, но ваши параметры не меняются. Нельзя превратиться в существо другого размера и сильно отличающееся по форме. К примеру, если вы двуногий, нельзя стать четвероногим. В любой момент пока длится заклинание, вы можете использовать действие, чтобы снова сменить облик на другой.

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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":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":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/creatures/claws/pincer-crab-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"alter%20self_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.axUFGs46nvJ3Pxch"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760476810,"modifiedTime":1710263798414,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"1I91u18PBf4VOOGH","sort":0},{"name":"Планарный переход/Plane Shift","type":"spell","system":{"description":{"value":"
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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.

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","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":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"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":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.OjcSGb8JW4RdPsAJ"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true},"quickAttack":{"value":true},"quickSave":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760484560,"modifiedTime":1710263806757,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"4rryHDQakT6NWE5p","sort":0},{"name":"Мультиатака/Multiattack","type":"feat","system":{"activation":{"type":"action","cost":null,"condition":""},"description":{"value":"

Камбион совершает две рукопашные атаки или два раза использует Огненный луч.

","chat":""},"source":{},"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"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"wQFqjdUarwvX23jH","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263817656,"modifiedTime":1710263837724,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Огненный луч/Fire Ray","type":"feat","system":{"activation":{"type":"action","cost":1,"condition":""},"description":{"value":"

Дальнобойная атака заклинанием: +7 к попаданию, дистанция 120 футов, одна цель. Попадание: Урон огнём 10 (3к6).

","chat":""},"source":{},"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":"","actionType":"rsak","attackBonus":"@abilities.int.mod","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"b5PHP5WPDfrzXCgf","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true},"quickOther":{"context":""},"quickAttack":{"value":true},"quickDamage":{"context":{"0":""},"value":{"0":true}}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263846066,"modifiedTime":1710264037582,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Чары исчадия/Fiendish Charm","type":"feat","system":{"activation":{"type":"action","cost":null,"condition":""},"description":{"value":"

Один гуманоид, видимый камбионом в пределах 30 футов, должен преуспеть в [[/save wis 14 format=long]]{спасброске Мудрости Сл 14}, иначе станет магическим образом @UUID[Compendium.sc-common.sc-common.Item.y3bcoEXxQhHJtEzl]{очарованным }на 1 день. Очарованная цель подчиняется устным командам камбиона. Если цель терпит вред от камбиона или другого существа, или получает самоубийственную команду от камбиона, цель может повторить спасбросок, оканчивая эффект на себе при успехе. Если спасбросок цели был успешным, или эффект на ней закончился, она получает иммунитет к Чарам исчадия этого камбиона на следующие 24 часа.

","chat":""},"source":{},"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"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"sNOKUZMaHIJ8KfiV","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710264062520,"modifiedTime":1710264136543,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}}],"effects":[],"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"core":{}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263158280,"modifiedTime":1710264236844,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"99wvVDVrkjgjcSPN","sort":0} -{"name":"Жнец Баала/Reaper of Bhaal","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"reaper%20of%20bhaal_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":"SlipaB3X8mXCC1E6","img":"foundryvtt-static/tokens/reaper-of-bhaal.webp","system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"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":27,"max":27,"temp":null,"tempmax":null,"formula":"5d8 + 5"},"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":"

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":"","unidentified":""},"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}},"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":"","unidentified":""},"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}},"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:

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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.
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","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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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
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\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":"","unidentified":""},"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":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":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485731,"modifiedTime":1705576757525,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Tn8UEq7IvynfJ40Z","sort":0},{"_id":"BpTQ0iVzSd9hkhPp","name":"Аура убийства/Aura of Murder","type":"feat","system":{"description":{"value":"

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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мировоззрение","race":null,"type":{"value":"fiend","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"spellLevel":0,"source":{"book":"MM","page":"","custom":"","license":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":null}},"traits":{"size":"med","di":{"bypasses":[],"value":[],"custom":""},"dr":{"bypasses":["mgc"],"value":["bludgeoning","cold","fire","lightning","piercing","poison","slashing"],"custom":""},"dv":{"bypasses":[],"value":[],"custom":""},"dm":{"amount":{},"bypasses":[]},"ci":{"value":[],"custom":""},"languages":{"value":["common","infernal","undercommon"],"custom":""}}},"prototypeToken":{"name":"Камбион/Cambion","displayName":0,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/cambion.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":false,"range":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{"wall-height":{"tokenHeight":0},"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-combat-marker":{"token-highlight-scale":1,"token-combat-animation":"","token-highlight":""},"core":{"occlusionRadius":null},"dnd5e":{"tokenRing":{"enabled":false,"textures":{"subject":""},"scaleCorrection":1,"colors":{"ring":"","background":""},"effects":1}},"elevation-drag-ruler":{"selectedSpeed":"auto","hasBonusDash":false,"hideSpeedButton":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},"items":[{"name":"Чешуйчатый доспех/Scale Mail","type":"equipment","system":{"description":{"value":"
Этот доспех состоит из кожаных куртки и поножей (а также, возможно, отдельной юбки), покрытых перекрывающимися кусочками металла, похожими на рыбью чешую. В комплект входят рукавицы.
","chat":"
Этот доспех состоит из кожаных куртки и поножей (а также, возможно, отдельной юбки), покрытых перекрывающимися кусочками металла, похожими на рыбью чешую. В комплект входят рукавицы.
"},"source":{"custom":"PHB"},"quantity":1,"weight":45,"price":{"value":50,"denomination":"gp"},"attunement":0,"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":14,"dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"unidentified":{"description":""},"type":{"value":"medium","baseItem":"scalemail"},"container":null,"properties":[],"equipped":true,"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/scale-mail.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"scale%20mail_phb","propDroppable":"item","isStandardDragDrop":true},"dnd5e":{"migratedProperties":["stealthDisadvantage"]},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.WxtQxZ5OfhVqUctw"}},"effects":[],"_id":"pAXDztdruiz6GA0g","_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1697455097693,"modifiedTime":1710263379554,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"folder":"BWCkn2GP1sNYQr7u","sort":67200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3}},{"name":"Копьё/Spear","type":"weapon","system":{"description":{"value":"
","chat":"
"},"source":{"custom":"PHB"},"quantity":1,"weight":3,"price":{"value":1,"denomination":"gp"},"attunement":0,"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":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["thr","ver"],"unidentified":{"description":""},"type":{"value":"simpleM","baseItem":"spear"},"container":null,"equipped":true,"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/spear.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"spear_phb","propDroppable":"item","isStandardDragDrop":true},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.WXbPVUWn3jfHwtn9"}},"effects":[],"_id":"DrHeVKMEu5xJuA3E","_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1697455482321,"modifiedTime":1710263602132,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"folder":"BWCkn2GP1sNYQr7u","sort":66500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3}},{"name":"Благословение исчадия/Fiendish Blessing","type":"feat","system":{"description":{"value":"

КД камбиона включает бонус Харизмы.

","chat":""},"source":{},"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":"spell"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"kfF4n8AMU7HWoWzV","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263626793,"modifiedTime":1710263651672,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой камбиона является Харизма (Сл спасброска от заклинания 14). Он может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

","chat":""},"source":{},"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":"spell"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"7apBdvjqyP37wbUw","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263666509,"modifiedTime":1710263723854,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}},{"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.

\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":3,"max":"3","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":"div","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","ritual","concentration"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.BJIE46FnZFMnD9Ub"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760479398,"modifiedTime":1710263771358,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"iUM9NfOsam2tVtN8","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..

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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.

\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.

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\n
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\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.

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\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":3,"max":"3","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":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/magic/control/control-influence-puppet.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.6bi4H055nR30kWkD"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true},"quickSave":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760478287,"modifiedTime":1710263789430,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"D0t93DAjyDRKCXYR","sort":0},{"name":"Иной облик/Alter Self","type":"spell","system":{"description":{"value":"
\n

Вы принимаете иную форму. Творя это заклинание, выберите один из представленных вариантов. Его эффекты сохранятся, пока длится заклинание. В это время вы можете в качестве действия прекратить один из вариантов и получить пользу от другого.

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Естественное оружие. У вас вырастают когти, клыки, шипы, рога или иное естественное оружие на ваш выбор. Ваши безоружные удары наносят [[/r 1d6]] дробящего, колющего или режущего урона, подходящего выбранному вами естественному оружию, и вы умелы в обращении с ним. Это естественное оружие — магическое, у вас бонус +1 к броскам атаки и урона им.

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Подводная адаптация. Ваше тело адаптируется к подводной среде, у вас появляются жабры и перепонки между пальцами. Вы можете дышать под водой и получаете скорость плавания, равную вашей скорости ходьбы.

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Смена облика. Вы меняете свою внешность. Вы сами решаете, как вы выглядите теперь, какой у вас рост, вес, черты лица, голос, волосы, цвет кожи и прочее. Вы можете выглядеть как представитель другой расы, но ваши параметры не меняются. Нельзя превратиться в существо другого размера и сильно отличающееся по форме. К примеру, если вы двуногий, нельзя стать четвероногим. В любой момент пока длится заклинание, вы можете использовать действие, чтобы снова сменить облик на другой.

\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":3,"max":"3","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":2,"school":"trs","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/creatures/claws/pincer-crab-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"alter%20self_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","concentration"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.axUFGs46nvJ3Pxch"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760476810,"modifiedTime":1710263798414,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"1I91u18PBf4VOOGH","sort":0},{"name":"Планарный переход/Plane Shift","type":"spell","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":""},"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":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"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":false},"scaling":{"mode":"none","formula":""},"properties":[]},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3,"Rl5ZH3NlubsB4xLM":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"},"dnd5e":{"migratedProperties":["vocal","somatic","material"]},"core":{"sourceId":"Compendium.sc-spells.sc-spells.Item.OjcSGb8JW4RdPsAJ"},"rsr5e":{"quickOther":{"context":""},"quickFooter":{"value":true},"quickAttack":{"value":true},"quickSave":{"value":true}}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1695760484560,"modifiedTime":1710263806757,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"4rryHDQakT6NWE5p","sort":0},{"name":"Мультиатака/Multiattack","type":"feat","system":{"activation":{"type":"action","cost":null,"condition":""},"description":{"value":"

Камбион совершает две рукопашные атаки или два раза использует Огненный луч.

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Дальнобойная атака заклинанием: +7 к попаданию, дистанция 120 футов, одна цель. Попадание: Урон огнём 10 (3к6).

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Один гуманоид, видимый камбионом в пределах 30 футов, должен преуспеть в [[/save wis 14 format=long]]{спасброске Мудрости Сл 14}, иначе станет магическим образом @UUID[Compendium.sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.hHMOzrcza4kmo6CF]{очарованным }на 1 день. Очарованная цель подчиняется устным командам камбиона. Если цель терпит вред от камбиона или другого существа, или получает самоубийственную команду от камбиона, цель может повторить спасбросок, оканчивая эффект на себе при успехе. Если спасбросок цели был успешным, или эффект на ней закончился, она получает иммунитет к Чарам исчадия этого камбиона на следующие 24 часа.

","chat":""},"source":{},"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"},"type":{"value":"monster","subtype":""},"properties":[],"requirements":"","recharge":{"value":null,"charged":false}},"_id":"sNOKUZMaHIJ8KfiV","img":"systems/dnd5e/icons/svg/items/feature.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"rsr5e":{"quickFooter":{"value":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710264062520,"modifiedTime":1710264136543,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"}}],"effects":[],"ownership":{"default":0,"Rl5ZH3NlubsB4xLM":3},"flags":{"core":{}},"_stats":{"systemId":"dnd5e","systemVersion":"3.0.4","coreVersion":"11.315","createdTime":1710263158280,"modifiedTime":1710264236844,"lastModifiedBy":"Rl5ZH3NlubsB4xLM"},"_id":"99wvVDVrkjgjcSPN","sort":0} +{"name":"Жнец Баала/Reaper of Bhaal","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"reaper%20of%20bhaal_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":"SlipaB3X8mXCC1E6","img":"foundryvtt-static/tokens/reaper-of-bhaal.webp","system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"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":27,"max":27,"temp":null,"tempmax":null,"formula":"5d8 + 5"},"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":"

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":""}},"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":40,"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":"","unidentified":""},"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}},"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-new.sKDkSdQ2xERQal9W.JournalEntryPage.D4EK9brM1UFApI2q]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

","chat":"","unidentified":""},"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}},"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":"","unidentified":""},"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}},"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":"
","unidentified":""},"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":""},"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":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.
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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.
\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":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","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"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.

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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.

\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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\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
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","chat":"","unidentified":""},"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":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":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"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"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760485731,"modifiedTime":1705576757525,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Tn8UEq7IvynfJ40Z","sort":0},{"_id":"BpTQ0iVzSd9hkhPp","name":"Аура убийства/Aura of Murder","type":"feat","system":{"description":{"value":"

Пока существо не является @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.w9BQL0WB0eGwb0Cq]{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.

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-flail-spiked-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"aura%20of%20murder_death's%20head%20of%20bhaal_bgdia_bgdia"},"core":{"sourceId":"Actor.VYoDudLLIdAIZoWp.Item.XqfxrK9XUj0DPLTn"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574998726,"modifiedTime":1705576770746,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575006727,"modifiedTime":1705744290404,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} 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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 2 ([[/r 1d4]]) piercing damage.

","chat":"","unidentified":""},"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":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"rel":false,"amm":false,"ret":false,"two":false,"rch":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"lod":false,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Beak","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/beak-hooked-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"beak_peacock_bgdia_bgdia"}},"effects":[],"_id":"4UYcyyu2osUhR8bl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575006624,"modifiedTime":1705575006624,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tmZGPTJNOopeJfm8","name":"Keen Sight and Smell","type":"feat","system":{"description":{"value":"

The peacock has advantage on Wisdom (@skill[Perception]) checks that rely on sight or smell.

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/eyes/human-single-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"keen%20sight%20and%20smell_peacock_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575006624,"modifiedTime":1705575006624,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"UBWHqoSDiKVo2U2s","name":"Pack Tactics","type":"feat","system":{"description":{"value":"

The peacock has advantage on an attack roll against a creature if at least one of the peacock's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

","chat":"","unidentified":""},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/wilderness/statue-hound-horned.webp","flags":{"plutonium":{"page":"monsterTrait","source":"BGDIA","hash":"pack%20tactics_peacock_bgdia_bgdia"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575006624,"modifiedTime":1705575006624,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575006335,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Эриния/Erinyes","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"erinyes%20(rope%20of%20entanglement)_mm"},"core":{}},"_id":"WXwGOiij2cTRrxS8","img":"foundryvtt-static/tokens/erinyes.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":153,"max":153,"temp":0,"tempmax":0,"formula":"18d8 + 72"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.

Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.

[–]

They live by the sword and kill by the sword. Their beauty is nothing compared to their wrath.

— From The Book of Vile Darkness

Variant: Rope of Entanglement

[–]

Some erinyes carry a @item[rope of entanglement] (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

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 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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The erinyes makes three attacks. It can use its @item[rope of entanglement] in place of two of the attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage, or 9 ([[/r 1d10 + 4]]) slashing damage if used with two hands, plus 13 ([[/r 3d8]]) poison damage.

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Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, range 150/600 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 13 ([[/r 3d8]]) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be @condition[poisoned]. The poison lasts until it is removed by the @spell[lesser restoration] spell or similar magic.

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The erinyes's weapon attacks are magical and deal an extra 13 ([[/r 3d8]]) poison damage on a hit (included in the attacks).

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The erinyes has advantage on saving throws against spells and other magical effects.

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The erinyes carries a @item[rope of entanglement].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/containers/bags/pack-leather-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"special%20equipment_erinyes%20(rope%20of%20entanglement)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cr5OtUKp3j77pxyD","name":"Parry","type":"feat","system":{"description":{"value":"

The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/swords/swords-short.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"MM","hash":"parry_erinyes%20(rope%20of%20entanglement)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Латы","type":"equipment","system":{"description":{"value":"

Состоит из кованых металлических пластин, сцепленных друг с другом и покрывающих всё тело. В латный доспех входят рукавицы, тяжёлые кожаные сапоги, шлем с забралом и толстый поддоспешник. Пряжки и ремни позволяют распределить вес по всему телу.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":65,"price":{"value":1500,"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":""},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":1},"img":"icons/equipment/chest/breastplate-collared-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Plate Armor"},"plutonium":{"page":"items.html","source":"PHB","hash":"plate%20armor_phb"}},"effects":[],"_id":"2jLjZUQDWBzH7alS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Верёвка опутывания","type":"consumable","system":{"description":{"value":"

Чудесный предмет, редкий

\n

Это 30-футовая верёвка, весящая 3 фунта. Если вы держите один конец верёвки и Действием произносите командное слово, другой конец устремляется вперёд, чтобы обмотаться вокруг существа, которое вы видите в пределах 20 футов. Цель должна преуспеть в спасброске Ловкости со Сл 15, иначе она станет опутанной. Вы можете отпустить существо, произнеся бонусным действием второе командное слово. Цель, опутанная верёвкой, может действием совершать проверку Силы или Ловкости (на свой выбор) со Сл 15. При успехе существо перестаёт быть опутанным верёвкой.

\n

У верёвки КД 20 и 20 хитов. Она восстанавливает 1 хит каждые 5 минут, если у неё есть хотя бы 1 хит. Если хиты верёвки опускаются до 0, она уничтожается.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":3,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","properties":{}},"img":"https://5etools-mirror-1.github.io/img/items/DMG/Rope%20of%20Entanglement.jpg","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Rope of Entanglement"},"plutonium":{"page":"items.html","source":"DMG","hash":"rope%20of%20entanglement_dmg"}},"effects":[],"_id":"PnqMjQ3zTWLGZSus","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376916992,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Ледяной дьявол/Ice Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ice%20devil_mm"},"core":{}},"_id":"4cvffpjdGojLAxtx","img":"foundryvtt-static/tokens/ice-devil.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":180,"max":180,"temp":0,"tempmax":0,"formula":"19d10 + 76"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters.

Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat.

Variant: Ice Devil Spear

[–]

Some ice devils have the following action options.

Multiattack.

The devil makes two attacks: one with its spear and one with its tail.

Ice Spear.

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) piercing damage + 10 ([[/r 3d6]]) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 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: Ice Devil Spear

[–]

Some ice devils have the following action options.

Multiattack.

The devil makes two attacks: one with its spear and one with its tail.

Ice Spear.

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) piercing damage plus 10 ([[/r 3d6]]) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice 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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The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) piercing damage plus 10 ([[/r 3d6]]) cold damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d4 + 5]]) slashing damage plus 10 ([[/r 3d6]]) cold damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) bludgeoning damage plus 10 ([[/r 3d6]]) cold damage.

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The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is @condition[incapacitated]. The creature then makes a DC 17 Dexterity saving throw, taking 35 ([[/r 10d6]]) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the devil is @condition[incapacitated] or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 ([[/r 5d6]]) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20resistance_ice%20devil_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944420,"modifiedTime":1695376944420,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376944092,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} 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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) piercing damage.

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Курицы Бездны — плотоядные, темпераментные, вкусные падальщики, обитающие в Бездне. Они сражаются своими кожистыми крыльями, чтобы пугать хищников и помогать себе бежать быстрее, а на вкус они как жирная курица.

С разрешения Мастера персонаж, который накладывает заклинание @Compendium[sc-spells.sc-spells.3HYAtfyGWvQakT28]{Призыв фамильяра/Find Familiar}, может использовать курицу Бездны вместо @Compendium[sc-creatures.sc-creatures.XU1SegdfbaQeNrhW]{Ворон/Raven}.

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Курица Бездны совершает две атаки: одну укусом, и другую когтями.

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Курица Бездны падает в конце своего хода, если оканчивает его в состоянии полёта.

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Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.

Leviathans of Legend.

At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.

An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.

Mortal Foes.

Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.

[–]

A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.

— From Night of the Kraken Cult by Malfeore Serrang, pirate-mage of Tethyr

A Kraken's Lair[–]

A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Lair Actions[–]

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:

Regional Effects[–]

The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:

When the kraken dies, all of these regional effects fade immediately.

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The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

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Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 5 ft., one target. Hit: 23 ([[/r 3d8 + 10]]) piercing damage. If the target is a Large or smaller creature @condition[grappled] by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is @condition[blinded] and @condition[restrained], it has total cover against attacks and other effects outside the kraken, and it takes 42 ([[/r 12d6]]) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall @condition[prone] in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer @condition[restrained] by it and can escape from the corpse using 15 feet of movement, exiting @condition[prone].

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Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 30 ft., one target. Hit: 20 ([[/r 3d6 + 10]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 18). Until this grapple ends, the target is @condition[restrained]. The kraken has ten tentacles, each of which can grapple one target.

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One Large or smaller object held or creature @condition[grappled] by the kraken is thrown up to 60 feet in a random direction and knocked @condition[prone]. If a thrown target strikes a solid surface, the target takes 3 ([[/r 1d6]]) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked @condition[prone].

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The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 ([[/r 4d10]]) lightning damage on a failed save, or half as much damage on a successful one.

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The kraken can breathe air and water.

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The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be @condition[restrained]. It can spend 5 feet of movement to escape from nonmagical restraints or being @condition[grappled].

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The kraken deals double damage to objects and structures.

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The kraken makes one tentacle attack or uses its Fling.

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The kraken uses Lightning Storm.

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While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 ([[/r 3d10]]) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

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The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
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A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.

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Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.

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The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 ([[/r 3d6]]) lightning damage on a failed save, or half as much damage on a successful one.

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Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.

Haughty and Cruel.

The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.

Spiteful Slavers.

Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line.

Planar Raiders.

Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.

On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races.

[–]

The armies of the Grand Sultan are bolstered by legions of devils, his palace warded by spells of a thousand archmagi. No one has plundered the efreeti's fabled vaults and lived to tell the tale. By the grace of a thousand winds, you could be the first.

— A djinni enticing adventurers to free her caliph from a magic lamp in the Charcoal Palace of the City of Brass

Genies[–]

Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.

Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.

Creatures of the Elements.

A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.

A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.

When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.

In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.

Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.

Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.

Rule or Be Ruled.

Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.

Decadent Nobility.

Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.

The Power of Worship.

Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.

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The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) slashing damage plus 7 ([[/r 2d6]]) fire damage.

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Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one target. Hit: 17 ([[/r 5d6]]) fire damage.

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If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/powder-raw-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"elemental%20demise_efreeti%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"NoEVtPnf2HKSOozd","name":"Disguises","type":"feat","system":{"description":{"value":"

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the @spell[disguise self] spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the @spell[true polymorph] spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"modules/plutonium/media/icon/mighty-force.svg","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"disguises_efreeti%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Призыв элементаля","type":"spell","system":{"description":{"value":"

Вы вызываете прислуживающего элементаля. Выберите область воды, воздуха, земли или огня, помещающуюся в куб с длиной ребра 10 фт. В свободном пространство в пределах 10 клеток от выбранной области появляется соответствующий местности элементаль с показателем опасности 5 или меньше. Например, из костра выходит Огненный элементаль, а Земляной элементаль выбирается из-под земли. Элементаль исчезает, когда его хиты опускаются до 0, или когда заклинание оканчивается.

\n

Элементаль дружественен к вам и Вашим спутникам, пока заклинание активно. Совершите проверку инициативы за элементаля, и он будет совершать свои собственные ходы. Он подчиняется отданным вами устно командам (действие не требуется). Если вы не отдаёте команду, он защищается от враждебных существ, но действий не совершает.

\n

Если Ваша концентрация нарушена, элементаль не исчезает. Вместо этого вы теряете над ним контроль, и он становится враждебным к вам и Вашим спутникам, и может напасть. Неуправляемый элементаль не может быть отпущен вами, но он исчезает через 1 час после того, как был призван.

\n

Параметры элементалей есть у мастера.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, показатель опасности увеличивается на 1 за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"(@item.level - 5) * 1"}},"img":"icons/magic/earth/construct-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Conjure Elemental"},"plutonium":{"page":"spells.html","source":"PHB","hash":"conjure%20elemental_phb","propDroppable":"spell"}},"effects":[],"_id":"zBtU7oLzj4Pi1SPU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914755,"modifiedTime":1695376914755,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Газообразная форма","type":"spell","system":{"description":{"value":"

Вы превращаете на время действия заклинания согласное существо, которого касаетесь, а также все, что оно носит и несет, в туманное облако. Заклинание оканчивается, если хиты существа опускаются до 0. Бестелесные существа не попадают под действие этого заклинания.

\n

Пока цель находится в этой форме, единственной её скоростью перемещения становится скорость полёта 10 футов. Цель может входить в пространство других существ и оставаться там. Существо получает сопротивление к немагическому урону, и с преимуществом совершает спасброски Силы, Ловкости и Телосложения. Цель может проходить через небольшие отверстия, узкие щели, но жидкости для нее считаются твердыми поверхностями. Цель не может упасть и остается парить, даже если становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломленной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{недееспособной}.

\n

Находясь в форме туманного облака, цель не может говорить и манипулировать предметами, и все предметы, которые она несет или носит, нельзя ронять, использовать и вообще как-либо с ними взаимодействовать. Цель не может атаковать и сотворять заклинания.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/projectile-orb-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Gaseous Form"},"plutonium":{"page":"spells.html","source":"PHB","hash":"gaseous%20form_phb","propDroppable":"spell"}},"effects":[],"_id":"JyOzA0PAUkAgWafg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914784,"modifiedTime":1695376914784,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Невидимость","type":"spell","system":{"description":{"value":"

Существо, которого вы касаетесь, становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимым} до окончания действия заклинания. Все, что цель несет или носит, становится невидимым, пока остается у нее. Заклинание оканчивается на цели, если она совершает атаку или сотворяет заклинание.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 2-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Invisibility"},"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"}},"effects":[],"_id":"XT5UOcXqpVG2xn19","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914815,"modifiedTime":1695376914815,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Образ","type":"spell","system":{"description":{"value":"

Вы создаете образ предмета, существа или другого видимого явления, помещающийся в объеме в куб с длиной ребра 20 фт. Образ появляется в точке, которую вы видите в пределах дистанции, и существует, пока активно заклинание. Он выглядит абсолютно реальным, включая звук, запах и температуру, соответствующую этому предмету. Вы не можете создать жар или холод, достаточный для получения урона, звук, громкость которого может причинить урон звуком или оглушить существо, или запах, способный вызвать тошноту (такую как вонь троглодита).

\n

Пока вы находитесь в пределах дистанции от иллюзии, вы можете действием заставить образ переместиться в любое место в пределах дистанции. Пока образ меняет местоположение, вы можете изменять его внешность, чтобы перемещение выглядело естественным. Например, если вы создаете образ существа и перемещаете его, вы можете изменить образ, чтобы казалось, что оно идет. Точно так же, вы можете заставить иллюзию издавать в разное время разные звуки, и даже заставлять ее принимать участие в беседе, например.

\n

Физическое взаимодействие с образом дает понять, что это иллюзия, потому что сквозь него все проходит. Существа, исследующие образ действием, могут определить, что это иллюзия, совершив успешную проверку Интеллекта (Анализ) против СЛ Ваших заклинаний. Если существо распознает иллюзию, оно может видеть сквозь нее, и все прочие сенсорные эффекты иллюзии тоже притупляются.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, оно длится, пока не рассеяно, и не требует концентрации.

","chat":"","unidentified":""},"source":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/mushrooms-fire-glow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Major Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"major%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"1zk2bEeB6vXtIQYV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914840,"modifiedTime":1695376914840,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Уход в иной мир","type":"spell","system":{"description":{"value":"

Вы и до восьми согласных существ, взявшиеся за руки кругом, перемещаетесь на другой план существования. Вы можете указать в общих чертах точку прибытия, например, Медный город на Стихийном Плане Огня или дворец Диспатера на втором уровне Девяти Преисподних, и вы появитесь возле этого места. Например, если вы хотели оказаться в Медном городе, вы можете прибыть на Стальную улицу, перед Вратами Пепла, или оказаться посреди Моря Огня, на выбор Мастера.

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В качестве альтернативы, если вы знаете последовательность знаков Телепортационного круга на другом плане существования, это заклинание может перенести вас в этот круг. Если круг телепортации слишком мал для переносимого количества существ, они появляются в ближайшем свободном пространстве рядом с кругом.

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Вы можете использовать это заклинание, чтобы изгонять несогласных существ на другой план. Выберите существо в пределах досягаемости и совершите по нему рукопашную атаку заклинанием. При попадании существо должно совершить спасбросок Харизмы. Если существо его проваливает, оно переносится в случайным образом выбранное место на выбранном вами плане существования. Перенесённое таким образом существо должно будет самостоятельно найти дорогу на Ваш текущий план существования.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"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":""}},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Plane Shift"},"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"}},"effects":[],"_id":"CjBKaKqCCnPS26Xt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914866,"modifiedTime":1695376914866,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненная стена","type":"spell","system":{"description":{"value":"

Вы создаёте стену из огня на твёрдой поверхности в пределах дистанции. Вы можете создать стену до 60 футов в длину, 20 футов в высоту и 1 фут толщиной, или замкнутой кольцом стеной до 20 футов диаметром, 20 футов высотой и толщиной 1 фут. Стена непрозрачная и существует, пока активно заклинание.

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Когда стена появляется, все существа в её области должны совершить спасбросок Ловкости. При провале они получают урон огнём [[/r 5d8]] или половину этого урона при успехе.

\n

Одна сторона стены, выбранная при накладывании заклинания, причиняет урон огнём [[/r 5d8]] всем существам, оканчивающим ход в пределах 10 футов от этой стороны или внутри стены. Существа получают такой же урон когда впервые за ход входят в стену или оканчивают там ход. Другая сторона стены не причиняет урон.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 4-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a small piece of phosphorus","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/fire/barrier-wall-flame-ring-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Wall of Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"JWnpegIzqTN8PJfM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914891,"modifiedTime":1695376914891,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Увеличение/уменьшение","type":"spell","system":{"description":{"value":"

Вы увеличиваете или уменьшаете существо или предмет, видимый вами в пределах дистанции, на время действия заклинания. Выберите или существо или предмет, который никто не несет и не носит. Если цель хочет, она может совершить спасбросок Телосложения. При успехе заклинание не оказывает на неё никакого влияния. Если цель — существо, всё, что она носит и несет, изменяет размер вместе с ней. Всё, что это существо бросит, тут же обретает свой естественный размер.

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Увеличение. Размеры цели удваиваются по всем измерениям, а вес увеличивается в восемь раз. Это увеличивает размер на одну категорию — от Среднего до Большого, например. Если для цели не хватает пространства, она приобретает максимально возможный размер. Пока заклинание активно, цель совершает с преимуществом проверки и спасброски Силы. Оружие цели тоже увеличивается. Атаки увеличенным оружием причиняют дополнительный урон [[/r 1d4]].

\n

Уменьшение. Размеры цели уменьшаются вдвое по всем измерениям, а вес уменьшается до одной восьмой от обычного. Это уменьшает размер на одну категорию — от Среднего до Маленького, например. Пока заклинание активно, цель совершает с помехой проверки и спасброски Силы. Оружие цели тоже уменьшается. Атаки уменьшенным оружием причиняют на [[/r 1d4]] меньше урона (урон не может быть меньше 1).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a pinch of powdered iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Enlarge/Reduce"},"plutonium":{"page":"spells.html","source":"PHB","hash":"enlarge%2freduce_phb","propDroppable":"spell"}},"effects":[],"_id":"JSnAsN7gCKQDTpYY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914911,"modifiedTime":1695376914911,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Языки","type":"spell","system":{"description":{"value":"

Это заклинание дарует существу, которого вы касаетесь, способность понимать все языки, которые оно слышит. Более того, когда цель говорит, все существа, знающие хотя бы один язык, и слышащие цель, понимают, что она сказала.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/mouth-teeth-sharp.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Tongues"},"plutonium":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"}},"effects":[],"_id":"vvtoXVPJXRYMXWWB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914940,"modifiedTime":1695376914940,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Истинное превращение","type":"spell","system":{"description":{"value":"

Выберите существо или немагический предмет, видимый в пределах дистанции. Вы превращаете существо в другое существо, существо в немагический предмет или предмет в существо (предмет не должно носить и нести другое существо). Превращение длится, пока активно заклинание, или пока хиты цели не опустятся до 0, или она не умрёт. Если вы концентрируетесь на заклинании его полную длительность, превращение становится постоянным и длится, пока не будет рассеяно.

\n

Перевёртыши не попадают под действие этого заклинания. Несогласные существа могут совершить спасбросок Мудрости, и в случае успеха они не попадают под действие заклинания. Это заклинание не может подействовать на цель, у которой 0 хитов.

\n

Существо в существо. Если вы превращаете существо в другое существо, новый облик может быть любым, лишь бы его показатель опасности не превышал ПО цели (или её уровня, если у цели нет показателя опасности). Игровые характеристики цели, включая значения ментальных характеристик, заменяются характеристиками нового облика. У цели остаётся мировоззрение и характер.

\n

Цель принимает хиты нового облика. При возвращении в естественный облик количество его хитов будет как до превращения. Если оно возвращается в свой облик от того, что хиты опустились до 0, весь «лишний» урон перенесётся на естественный облик. Если «лишний» урон не опускает хиты естественного облика существа до 0, оно не теряет сознание.

\n

Действия существа в новом облике ограничены теми, что доступны ей, и она не может говорить, сотворять заклинания и совершать другие действия, требующие рук или речи, если только новый облик не способен выполнять такие действия.

\n

Снаряжение цели сливается с её новым обликом. Существо не может активировать, использовать, надевать или получать какие-то иные преимущества от своего снаряжения.

\n

Предмет в существо. Вы можете превратить предмет в любое существо, чей размер не превышает размер предмета, и чей показатель опасности не превышает 9. Существо будет дружелюбным по отношению к вам и Вашим спутникам. Оно будет действовать в Ваш ход. Вы сами решаете, какие действия оно будет совершать, и как будет перемещаться. Характеристики существа есть у Мастера, и он же решает, что получилось из его действий и перемещений.

\n

Если заклинание становится постоянным, вы перестаёте контролировать существо. Оно может остаться дружественным по отношению к вам, в зависимости от того, как вы с ним обращались.

\n

Существо в предмет. Если вы превращаете существо в предмет, оно превращается вместе с тем, что оно несёт и носит, если размер предмета не больше размера существа. Его параметрами становятся параметры предмета, и существо не помнит о времени, проведённом в этом облике, когда заклинание оканчивается и оно обретает свой естественный облик.

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Пока заклинание активно, вы чувствуете присутствие магии в пределах 30 фт. Если вы почувствовали за счет этого заклинания присутствие магии, вы можете действием увидеть слабую ауру вокруг видимого существа или предмета, несущего на себе магию, а также узнать школу этой магии, если она есть.

\n

Заклинание проницает большую часть барьеров, но блокируется 1 футом камня, 1 дюймом обычного металла, тонким листом свинца или 3 футами дерева или земли.

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Вы заставляете себя — включая одежду, доспехи, оружие и прочее имущество — выглядеть иначе, пока заклинание не окончится, или пока вы не окончите его преждевременно, действием. Вы можете выглядеть на 1 фут (30 сантиметров) выше или ниже, а также стать худым, толстым или получить среднее телосложение. Вы не можете менять основу тела, поэтому у новой формы должен быть такой же набор конечностей. Во всём остальном характер иллюзии определяете вы.

\n

Изменения, вызванные этим заклинанием, не выдерживают проверку физическим исследованием. Например, если вы добавили к своему снаряжению шляпу, предметы будут проходить сквозь неё, и все, кто к ней прикоснутся, либо ничего не почувствуют, либо почувствуют Вашу голову и волосы. Если вы становитесь худее, то рука того, кто к вам тянется, наткнётся на вас на полпути, ещё в воздухе.

\n

Для обнаружения того, что вы замаскированы, существо должно действием обследовать Вашу внешность и преуспеть в проверке Интеллекта (Анализ) против Вашей СЛ заклинаний.

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Innate Spellcasting.

The efreeti's innate spellcasting ability is Charisma (spell save DC 15, [[/r 1d20+7]]{+7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:

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The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the @spell[wish] spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

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Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.

Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.

Quiet Killers.

When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.

Sylvan Despoilers.

Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims.

Enemies of the Fey.

Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves.

Variant: Web Garrote

[–]

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 ([[/r 1d4 + 2]]) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.

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The ettercap makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d8 + 2]]) piercing damage plus 4 ([[/r 1d8]]) poison damage. The target must succeed on a DC 11 Constitution saving throw or be @condition[poisoned] for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is @condition[restrained] by webbing. As an action, the @condition[restrained] creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":11,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"name":"Web","type":"feat","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/webs/web-spider-glowing-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"web%20%7b%40recharge%205%7d_ettercap_mm_mm"}},"effects":[],"_id":"bHhEMlMMNRRX9gSI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917696,"modifiedTime":1695376917696,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QkWHMeHooGwMq5ow","name":"Spider Climb","type":"feat","system":{"description":{"value":"

The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

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A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.

Beyond Redemption.

When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world.

Undying Hatred.

Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.

Dwellers in Darkness.

Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return.

At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.

Undead Nature.

A specter doesn't require air, food, drink, or sleep.

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If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the panther can make one bite attack against it as a bonus action.

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Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.

Demons[–]

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos.

The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation.

Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions.

Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption.

Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil.

Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.

The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence.

A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults.

Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning.

Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons.

The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession.

No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

Demon Lords[–]

The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.

Reward for Outsiders.

Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.

Power and Control.

The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.

As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.

Baphomet[–]

The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.

The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.

Demogorgon[–]

The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.

Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.

Graz'zt[–]

The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.

Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.

Juiblex[–]

The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.

In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.

Lolth[–]

The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.

Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.

Orcus[–]

Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.

The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.

Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.

Yeenoghu[–]

Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.

Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.

Other Demon Lords[–]

No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.

Demon Types[–]

Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.

Demons by Type
TypeExamples
1barlgura, shadow demon, vrock
2chasme, hezrou
3glabrezu, yochlol
4nalfeshnee
5marilith
6balor, goristro

Demon True Names

[–]

Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon 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 the most powerful demons.

A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.

Variant: Demon Summoning

[–]

Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.

  • A balor has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d8]] vrocks, [[/r 1d6]] hezrous, [[/r 1d4]] glabrezus, [[/r 1d3]] nalfeshnees, [[/r 1d2]] mariliths, or one goristro.
  • A barlgura has a [[/r 1d100]]{30 percent} chance of summoning one barlgura.
  • A chasme has a [[/r 1d100]]{30 percent} chance of summoning one chasme.
  • A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.
  • A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.
  • A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] vrocks, [[/r 1d4]] hezrous, [[/r 1d3]] glabrezus, [[/r 1d2]] nalfeshnees, or one marilith.
  • A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] vrocks, [[/r 1d3]] hezrous, [[/r 1d2]] glabrezus, or one nalfeshnee.
  • A vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.
  • A yochlol has a [[/r 1d100]]{50 percent} chance of summoning one yochlol.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

[–]

Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.

— From the Demonomicon of Iggwilv

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The dretch makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 5 ([[/r 2d4]]) slashing damage.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_dretch_mm_mm"}},"effects":[],"_id":"j0vu13x6kgauBrrv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909014,"modifiedTime":1695376909014,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fetid Cloud","type":"feat","system":{"description":{"value":"

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be @condition[poisoned] until the start of its next turn. While @condition[poisoned] in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":11,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fetid%20cloud%20(1%2fday)_dretch_mm_mm"}},"effects":[],"_id":"SGn7Glwwj9GsGVyC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909014,"modifiedTime":1695376909014,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376908889,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":25800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Нальфешни/Nalfeshnee","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"nalfeshnee_mm"},"core":{}},"_id":"rMuNHc44O6IczeNu","img":"foundryvtt-static/tokens/nalfeshnee.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":184,"max":184,"temp":0,"tempmax":0,"formula":"16d10 + 96"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The nalfeshnee is one of the most grotesque demons-a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning.

Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.

Demons[–]

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos.

The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation.

Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions.

Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption.

Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil.

Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.

The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence.

A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults.

Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning.

Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons.

The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession.

No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

Demon Lords[–]

The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.

Reward for Outsiders.

Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.

Power and Control.

The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.

As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.

Baphomet[–]

The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.

The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.

Demogorgon[–]

The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.

Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.

Graz'zt[–]

The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.

Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.

Juiblex[–]

The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.

In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.

Lolth[–]

The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.

Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.

Orcus[–]

Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.

The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.

Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.

Yeenoghu[–]

Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.

Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.

Other Demon Lords[–]

No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.

Demon Types[–]

Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.

Demons by Type
TypeExamples
1barlgura, shadow demon, vrock
2chasme, hezrou
3glabrezu, yochlol
4nalfeshnee
5marilith
6balor, goristro

Demon True Names

[–]

Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon 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 the most powerful demons.

A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.

Variant: Demon Summoning

[–]

Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.

  • A balor has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d8]] vrocks, [[/r 1d6]] hezrous, [[/r 1d4]] glabrezus, [[/r 1d3]] nalfeshnees, [[/r 1d2]] mariliths, or one goristro.
  • A barlgura has a [[/r 1d100]]{30 percent} chance of summoning one barlgura.
  • A chasme has a [[/r 1d100]]{30 percent} chance of summoning one chasme.
  • A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.
  • A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.
  • A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] vrocks, [[/r 1d4]] hezrous, [[/r 1d3]] glabrezus, [[/r 1d2]] nalfeshnees, or one marilith.
  • A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] vrocks, [[/r 1d3]] hezrous, [[/r 1d2]] glabrezus, or one nalfeshnee.
  • A vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.
  • A yochlol has a [[/r 1d100]]{50 percent} chance of summoning one yochlol.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

[–]

Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.

— From the Demonomicon of Iggwilv

Variant: Summon Demon (1/Day)

[–]

The demon chooses what to summon and attempts a magical summoning.

A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] vrocks, [[/r 1d3]] hezrous, [[/r 1d2]] glabrezus, or one nalfeshnee.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.

Airy Aesthetes.

Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.

Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.

Masters of the Wind.

Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air.

Accepting Servitors.

The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.

A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.

Genies[–]

Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.

Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.

Creatures of the Elements.

A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.

A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.

When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.

In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.

Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.

Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.

Rule or Be Ruled.

Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.

Decadent Nobility.

Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.

The Power of Worship.

Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.

Variant: Genie Powers

[–]

Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

","public":""},"alignment":"chaotic good","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Coastal","cr":11,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["lightning","thunder"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["auran"],"custom":""}},"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":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":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":"Джинн","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/djinni.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The djinni makes three scimitar attacks.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_djinni_mm_mm"}},"effects":[],"_id":"gucpXA5sYRqZ9GM3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906032,"modifiedTime":1695376906032,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) slashing damage plus 3 ([[/r 1d6]]) lightning or thunder damage (djinni's choice).

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":3,"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"fin":true,"lgt":true},"proficient":1},"name":"Scimitar","type":"weapon","img":"icons/weapons/swords/scimitar-guard-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scimitar"},"plutonium":{"page":"monsterAction","source":"MM","hash":"scimitar_djinni_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"5TX0CXms3osUi6g3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906032,"modifiedTime":1695376906032,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Create Whirlwind","type":"feat","system":{"description":{"value":"

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains @status[concentration] (as if @status[concentration||concentrating] on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be @condition[restrained] by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures @condition[restrained] by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature @condition[restrained] by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer @condition[restrained] and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-cyclone-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"create%20whirlwind_djinni_mm_mm"}},"effects":[],"_id":"f4CadWNRP25Jm89S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906032,"modifiedTime":1695376906032,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"HnoWWYGvDQ15ROSy","name":"Elemental Demise","type":"feat","system":{"description":{"value":"

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/gems/powder-raw-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"elemental%20demise_djinni_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906032,"modifiedTime":1695376906032,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Призыв элементаля","type":"spell","system":{"description":{"value":"

Вы вызываете прислуживающего элементаля. Выберите область воды, воздуха, земли или огня, помещающуюся в куб с длиной ребра 10 фт. В свободном пространство в пределах 10 клеток от выбранной области появляется соответствующий местности элементаль с показателем опасности 5 или меньше. Например, из костра выходит Огненный элементаль, а Земляной элементаль выбирается из-под земли. Элементаль исчезает, когда его хиты опускаются до 0, или когда заклинание оканчивается.

\n

Элементаль дружественен к вам и Вашим спутникам, пока заклинание активно. Совершите проверку инициативы за элементаля, и он будет совершать свои собственные ходы. Он подчиняется отданным вами устно командам (действие не требуется). Если вы не отдаёте команду, он защищается от враждебных существ, но действий не совершает.

\n

Если Ваша концентрация нарушена, элементаль не исчезает. Вместо этого вы теряете над ним контроль, и он становится враждебным к вам и Вашим спутникам, и может напасть. Неуправляемый элементаль не может быть отпущен вами, но он исчезает через 1 час после того, как был призван.

\n

Параметры элементалей есть у мастера.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, показатель опасности увеличивается на 1 за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"(@item.level - 5) * 1"}},"img":"icons/magic/earth/construct-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Conjure Elemental"},"plutonium":{"page":"spells.html","source":"PHB","hash":"conjure%20elemental_phb","propDroppable":"spell"}},"effects":[],"_id":"fuYuvnOI1iPIpFhd","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906076,"modifiedTime":1695376906076,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сотворение","type":"spell","system":{"description":{"value":"

Вы зачерпываете теневую материю в Царстве Теней и создаёте в пределах дистанции неживой предмет из растительной материи: ткань, верёвку, дерево, или что-то подобное. Вы также можете этим заклинанием создавать минеральную материю, такую как камни, кристаллы и металлы. Создаваемый предмет должен помещаться в куб с длиной ребра 5 фт., и должен иметь форму и материю, которые вы раньше видели.

\n

Длительность зависит от создаваемого материала. Если предмет составлен из нескольких материалов, используется самая короткая длительность.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Сотворение
Материал\n

Длительность

\n
Растительная материя1 день
Камень или кристалл12 часов
Драгоценные металлы1 час
Драгоценные камни10 минут
Адамантин или мифрил1 минута
\n Использование материи, созданной этим заклинанием, в качестве материального компонента для другого заклинания, вызывает провал того заклинания.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, куб увеличивается на 5 футов за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"spec"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":5,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a tiny piece of matter of the same type of the item you plan to create","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Creation"},"plutonium":{"page":"spells.html","source":"PHB","hash":"creation_phb","propDroppable":"spell"}},"effects":[],"_id":"WkL6aT4FyofGkgtn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906100,"modifiedTime":1695376906100,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Газообразная форма","type":"spell","system":{"description":{"value":"

Вы превращаете на время действия заклинания согласное существо, которого касаетесь, а также все, что оно носит и несет, в туманное облако. Заклинание оканчивается, если хиты существа опускаются до 0. Бестелесные существа не попадают под действие этого заклинания.

\n

Пока цель находится в этой форме, единственной её скоростью перемещения становится скорость полёта 10 футов. Цель может входить в пространство других существ и оставаться там. Существо получает сопротивление к немагическому урону, и с преимуществом совершает спасброски Силы, Ловкости и Телосложения. Цель может проходить через небольшие отверстия, узкие щели, но жидкости для нее считаются твердыми поверхностями. Цель не может упасть и остается парить, даже если становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломленной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{недееспособной}.

\n

Находясь в форме туманного облака, цель не может говорить и манипулировать предметами, и все предметы, которые она несет или носит, нельзя ронять, использовать и вообще как-либо с ними взаимодействовать. Цель не может атаковать и сотворять заклинания.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/projectile-orb-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Gaseous Form"},"plutonium":{"page":"spells.html","source":"PHB","hash":"gaseous%20form_phb","propDroppable":"spell"}},"effects":[],"_id":"UOJLhjzDKZl0iCpu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906119,"modifiedTime":1695376906119,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Невидимость","type":"spell","system":{"description":{"value":"

Существо, которого вы касаетесь, становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимым} до окончания действия заклинания. Все, что цель несет или носит, становится невидимым, пока остается у нее. Заклинание оканчивается на цели, если она совершает атаку или сотворяет заклинание.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 2-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"an eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/chameleon-camouflage-green-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Invisibility"},"plutonium":{"page":"spells.html","source":"PHB","hash":"invisibility_phb","propDroppable":"spell"}},"effects":[],"_id":"QRmxtPn4iAaGeXwY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906150,"modifiedTime":1695376906150,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Образ","type":"spell","system":{"description":{"value":"

Вы создаете образ предмета, существа или другого видимого явления, помещающийся в объеме в куб с длиной ребра 20 фт. Образ появляется в точке, которую вы видите в пределах дистанции, и существует, пока активно заклинание. Он выглядит абсолютно реальным, включая звук, запах и температуру, соответствующую этому предмету. Вы не можете создать жар или холод, достаточный для получения урона, звук, громкость которого может причинить урон звуком или оглушить существо, или запах, способный вызвать тошноту (такую как вонь троглодита).

\n

Пока вы находитесь в пределах дистанции от иллюзии, вы можете действием заставить образ переместиться в любое место в пределах дистанции. Пока образ меняет местоположение, вы можете изменять его внешность, чтобы перемещение выглядело естественным. Например, если вы создаете образ существа и перемещаете его, вы можете изменить образ, чтобы казалось, что оно идет. Точно так же, вы можете заставить иллюзию издавать в разное время разные звуки, и даже заставлять ее принимать участие в беседе, например.

\n

Физическое взаимодействие с образом дает понять, что это иллюзия, потому что сквозь него все проходит. Существа, исследующие образ действием, могут определить, что это иллюзия, совершив успешную проверку Интеллекта (Анализ) против СЛ Ваших заклинаний. Если существо распознает иллюзию, оно может видеть сквозь нее, и все прочие сенсорные эффекты иллюзии тоже притупляются.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, оно длится, пока не рассеяно, и не требует концентрации.

","chat":"","unidentified":""},"source":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/mushrooms-fire-glow-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Major Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"major%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"qQRWzIWVezi3vi2G","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906171,"modifiedTime":1695376906171,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Уход в иной мир","type":"spell","system":{"description":{"value":"

Вы и до восьми согласных существ, взявшиеся за руки кругом, перемещаетесь на другой план существования. Вы можете указать в общих чертах точку прибытия, например, Медный город на Стихийном Плане Огня или дворец Диспатера на втором уровне Девяти Преисподних, и вы появитесь возле этого места. Например, если вы хотели оказаться в Медном городе, вы можете прибыть на Стальную улицу, перед Вратами Пепла, или оказаться посреди Моря Огня, на выбор Мастера.

\n

В качестве альтернативы, если вы знаете последовательность знаков Телепортационного круга на другом плане существования, это заклинание может перенести вас в этот круг. Если круг телепортации слишком мал для переносимого количества существ, они появляются в ближайшем свободном пространстве рядом с кругом.

\n

Вы можете использовать это заклинание, чтобы изгонять несогласных существ на другой план. Выберите существо в пределах досягаемости и совершите по нему рукопашную атаку заклинанием. При попадании существо должно совершить спасбросок Харизмы. Если существо его проваливает, оно переносится в случайным образом выбранное место на выбранном вами плане существования. Перенесённое таким образом существо должно будет самостоятельно найти дорогу на Ваш текущий план существования.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":8,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"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":""}},"img":"icons/tools/navigation/sextant-complex-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Plane Shift"},"plutonium":{"page":"spells.html","source":"PHB","hash":"plane%20shift_phb","propDroppable":"spell"}},"effects":[],"_id":"5npAE0xe39NwzuIJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906199,"modifiedTime":1695376906199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сотворение пищи и воды","type":"spell","system":{"description":{"value":"

Вы создаёте 45 фунтов еды и 30 галлонов (100 литров) воды на земле или в контейнере в пределах дистанции, которых достаточно для питания пятнадцати гуманоидов или пятерых скакунов на 24 часа. Еда безвкусная, но сытная, и портится, если её не съесть за 24 часа. Вода чистая, и она не портится.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"con","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":"none","formula":""}},"img":"icons/magic/water/water-hand.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Create Food and Water"},"plutonium":{"page":"spells.html","source":"PHB","hash":"create%20food%20and%20water_phb","propDroppable":"spell"}},"effects":[],"_id":"kcXxehcbkfDDYy6e","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906229,"modifiedTime":1695376906229,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Языки","type":"spell","system":{"description":{"value":"

Это заклинание дарует существу, которого вы касаетесь, способность понимать все языки, которые оно слышит. Более того, когда цель говорит, все существа, знающие хотя бы один язык, и слышащие цель, понимают, что она сказала.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/mouth-teeth-sharp.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Tongues"},"plutonium":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"}},"effects":[],"_id":"YZxggWi0MA7fZX62","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906262,"modifiedTime":1695376906262,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Хождение по ветру","type":"spell","system":{"description":{"value":"

Вы и до десяти согласных существ, видимых вами в пределах дистанции, на время длительности заклинания принимаете газообразную форму, становясь лёгкими облачками. Находясь в форме облака, существо получает скорость полёта 300 фт. и сопротивление к урону от немагического оружия. Единственное действие, которое существо может совершать в этой форме, это @UUID[Compendium.dnd5e.rules.6PfYpwxkdQkyS6b7.JournalEntryPage.t0XXMmv014K4vV3p#dash]{Рывок} или возвращение в естественную форму. Возврат занимает 1 минуту, во время которой существо @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{недееспособно} и не может перемещаться. Пока заклинание активно, существо может вернуться в форму облака, для чего снова требуется преображение в течение 1 минуты.

\n

Если существо находится в форме облака и летит, когда оканчивается эффект, существо в течение 1 минуты снижается на 60 фт. в раунд, пока не приземлится безопасно. Если через 1 минуту оно не сможет приземлиться, оно падает на оставшуюся дистанцию.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":11,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":6,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/movement/feet-winged-boots-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Wind Walk"},"plutonium":{"page":"spells.html","source":"PHB","hash":"wind%20walk_phb","propDroppable":"spell"}},"effects":[],"_id":"fwSwQhPco4oSVdsY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906293,"modifiedTime":1695376906293,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение добра и зла","type":"spell","system":{"description":{"value":"

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 3 фута дерева или земли.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":""}},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"5DP8YcFoEpdp7wXy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906325,"modifiedTime":1695376906325,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обнаружение магии","type":"spell","system":{"description":{"value":"

Пока заклинание активно, вы чувствуете присутствие магии в пределах 30 фт. Если вы почувствовали за счет этого заклинания присутствие магии, вы можете действием увидеть слабую ауру вокруг видимого существа или предмета, несущего на себе магию, а также узнать школу этой магии, если она есть.

\n

Заклинание проницает большую часть барьеров, но блокируется 1 футом камня, 1 дюймом обычного металла, тонким листом свинца или 3 футами дерева или земли.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":""}},"img":"icons/magic/unholy/hands-cloud-light-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"1XRzY5FjD4JI3oVm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906356,"modifiedTime":1695376906356,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волна грома","type":"spell","system":{"description":{"value":"

От вас исходит волна громовой силы. Все существа в кубе с длиной ребра 15 фт., исходящего от вас, должны совершить спасбросок Телосложения. При провале существо получает урон звуком [[/r 2d8]] и толкается на 10 футов от вас. При успехе существо получает половину урона и его не отталкивает.

\n

Кроме того, незакрепленные предметы, оказавшиеся полностью в области эффекта, автоматически толкаются на 10 футов от вас эффектом заклинания, и заклинание издает громовой рокот, слышимый в пределах 300 футов.

\n На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, урон увеличавается на [[/r 1d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":0,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","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":"1d8"}},"img":"icons/magic/lightning/barrier-wall-shield-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Thunderwave"},"plutonium":{"page":"spells.html","source":"PHB","hash":"thunderwave_phb","propDroppable":"spell"}},"effects":[],"_id":"zzPFr4y7yd1e9XW8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906388,"modifiedTime":1695376906388,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The djinni's innate spellcasting ability is Charisma (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). It can innately cast the following spells, requiring no material components:

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

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This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.

Dinosaurs.

Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.

Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 33 ([[/r 4d12 + 7]]) piercing damage. If the target is a Medium or smaller creature, it is @condition[grappled] (escape DC 17). Until this grapple ends, the target is @condition[restrained], and the tyrannosaurus can't bite another target.

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Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.

A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.

A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.

Vain and Deadly.

A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.

A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again.

Desert Predators.

Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.

When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.

Overlords and Minions.

Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.

A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.

Hoarders of Gems.

Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems.

A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

A Blue Dragon's Lair[–]

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.

Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.

A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Additional Lair Actions.

At your discretion, a legendary (@creature[Adult Blue Dragon||adult] or @creature[Ancient Blue Dragon||ancient]) blue dragon can use one or both of the following additional lair actions while in its lair:

  • Misleading Mirage. Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a [[/r 1d100]]{50 percent} chance of going in a different direction from the direction it intends.

  • Sudden Sinkhole. The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ([[/r 2d6]]) bludgeoning damage and landing @condition[prone]. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.

Regional Effects[–]

The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within [[/r 1d10]] days. Any sinkholes remain where they are.

Additional Regional Effects.

Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the Monster Manual:

  • Blue Luster. Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.

  • Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (@skill[Investigation]) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.

  • Sandstorm. A sandstorm blows constantly within 1 mile of the dragon's lair.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast five spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 20, and it has [[/r 1d20+12]]{+12} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast five spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 20, and it has [[/r 1d20+12]]{+12} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 15 ft., one target. Hit: 20 ([[/r 2d10 + 9]]) piercing damage plus 11 ([[/r 2d10]]) lightning damage.

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Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d6 + 9]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+16]]{+16} to hit, reach 20 ft., one target. Hit: 18 ([[/r 2d8 + 9]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 ([[/r 16d10]]) lightning damage on a failed save, or half as much damage on a successful one.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon makes a Wisdom (@skill[Perception]) check.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/scribal/magnifying-glass.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"detect_ancient%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"M7Wzpo5eEGaao9AN","name":"Tail Attack","type":"feat","system":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tail%20attack_ancient%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CNJeSsUv20YPElhG","name":"Wing Attack","type":"feat","system":{"description":{"value":"

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6 + 9]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + 9","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/wing-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"wing%20attack_ancient%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"FODle5gPVRfKPUs0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Part of the ceiling collapses above one ...","type":"feat","system":{"description":{"value":"

Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) bludgeoning damage and be knocked @condition[prone] and buried. The buried target is @condition[restrained] and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20part%20of%20the%20ceiling%20collapses%20above%20one%20..._ancient%20blue%20dragon_mm_mm"}},"effects":[],"_id":"JA1mCv2xLE4f3X2L","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A cloud of sand swirls about in a ...","type":"feat","system":{"description":{"value":"

A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be @condition[blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20a%20cloud%20of%20sand%20swirls%20about%20in%20a%20..._ancient%20blue%20dragon_mm_mm"}},"effects":[],"_id":"yVdGHOiDos3gaMxY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Lightning arcs, forming a 5-foot-wide line ...","type":"feat","system":{"description":{"value":"

Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) lightning damage.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20lightning%20arcs%2c%20forming%20a%205-foot-wide%20line%20..._ancient%20blue%20dragon_mm_mm"}},"effects":[],"_id":"dF9gtJyVlgu0zH5Z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Misleading Mirage","type":"feat","system":{"description":{"value":"

Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a [[/r 1d100]]{50 percent} chance of going in a different direction from the direction it intends.

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The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ([[/r 2d6]]) bludgeoning damage and landing @condition[prone]. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20sudden%20sinkhole_ancient%20blue%20dragon_mm_mm"}},"effects":[],"_id":"U5zf4YhAvPaFDxel","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877555,"modifiedTime":1695376877555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within [[/r 1d10]] days. Any sinkholes remain where they are.

Additional Regional Effects.

Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the Monster Manual:

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Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.

They don't like to pass on their curse, because every new weretiger means competition for territory and prey.

Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.

Lycanthropes[–]

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy[–]

A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A @spell[remove curse] spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Player Characters as Lycanthropes

[–]

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

@creature[Werebear].

The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

@creature[Wereboar].

The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

@creature[Wererat].

The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

@creature[Weretiger].

The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

@creature[Werewolf].

The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Variant: Nonhuman Lycanthropes

[–]

The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.

","public":""},"alignment":"neutral","race":"","type":{"value":"humanoid","subtype":"human, shapechanger","swarm":"","custom":""},"environment":"Desert, Forest, Grassland","cr":4,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["bludgeoning","piercing","slashing"],"bypasses":["mgc","sil"],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common"],"custom":"Common (can't speak in tiger form)"}},"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":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":2,"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":1,"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":"Тигр-оборотень","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/weretiger.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","type":"feat","system":{"description":{"value":"

In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d10 + 3]]) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

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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.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 150/600 ft., one target. Hit: 6 ([[/r 1d8 + 2]]) piercing damage.

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The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The weretiger has advantage on Wisdom (@skill[Perception]) checks that rely on hearing or smell.

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If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the weretiger can make one bite attack against it as a bonus action.

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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель.

Попадание: 4 (1к6 + 1) дробящего урона, и цель становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченной/Grappled} (Сл высвобождения 11). У краба две клешни, и каждая может держать по одной цели.

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Существо может дышать и воздухом и под водой.

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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.

[–]

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.

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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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.

[–]

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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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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The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.

A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.

Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.

Lycanthropes[–]

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy[–]

A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A @spell[remove curse] spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Player Characters as Lycanthropes

[–]

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

@creature[Werebear].

The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

@creature[Wereboar].

The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

@creature[Wererat].

The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

@creature[Weretiger].

The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

@creature[Werewolf].

The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Variant: Nonhuman Lycanthropes

[–]

The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.

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The wererat makes two attacks, only one of which can be a bite.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/120 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/magical/humanoid-giant-forest-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shapechanger_wererat_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377005771,"modifiedTime":1695377005771,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"R9mTtYYlt6TafG3O","name":"Keen Smell","type":"feat","system":{"description":{"value":"

The wererat has advantage on Wisdom (@skill[Perception]) checks that rely on smell.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/tech/smoke-bomb-red-yellow.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"keen%20smell_wererat_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377005771,"modifiedTime":1695377005771,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377005672,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":15600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} @@ -268,7 +268,7 @@ {"name":"Волк/Wolf","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"wolf_mm"},"core":{}},"_id":"ekhic3VeACDx6siK","img":"foundryvtt-static/tokens/wolf.webp","system":{"abilities":{"str":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":11,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Волки встречаются в субарктических и умеренных регионах мира, где они часто передвигаются стаями через холмы и леса.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Forest, Grassland, Hill","cr":0.25,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"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":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":1,"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":"Волк","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/wolf.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":0,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель.

Попадание: Колющий урон 7 (2к4 + 2). Если цель — существо, она должна преуспеть в спасброске Силы Сл 11, иначе она сбивается с ног.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":11,"scaling":"wis"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"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_wolf_mm_mm"}},"effects":[],"_id":"htsURml2qRIK9S2o","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010582,"modifiedTime":1695395864651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dpjjnA4x4EXiRhag","name":"Острый слух и тонкий нюх/Keen Hearing and Smell","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на слух или нюх.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/ear-grey-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"keen%20hearing%20and%20smell_wolf_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010582,"modifiedTime":1695395892080,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PUQclgEvinwLDyna","name":"Тактика стаи/Pack Tactics","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом броски атаки по противнику, если как минимум один союзник существа находится в пределах 5 футов от противника, и этот союзник дееспособен.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/wilderness/statue-hound-horned.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"pack%20tactics_wolf_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010582,"modifiedTime":1695395939829,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377010522,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":19800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Взрослый белый дракон/Adult White Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20white%20dragon_mm"},"core":{}},"_id":"567Kj2nfapXLUDdz","img":"foundryvtt-static/tokens/adult-white-dragon.webp","system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":200,"max":200,"temp":0,"tempmax":0,"formula":"16d12 + 96"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":30,"climb":0,"fly":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.

A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.

Primal and Vengeful.

White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.

A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.

Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.

Lone Masters.

White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.

White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.

Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.

Treasure Under Ice.

White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.

Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.

A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

A White Dragon's Lair[–]

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Additional Lair Actions.

At your discretion, a legendary (@creature[Adult White Dragon||adult] or @creature[Ancient White Dragon||ancient]) white dragon can use one or both of the following additional lair actions while in its lair:

  • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be @condition[blinded] until initiative count 20 on the next round.

  • Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master's Guide for rules on strong wind). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

Regional Effects[–]

The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the Monster Manual:

  • Biting Chill. Extreme cold envelops the land within 6 miles of the dragon's lair (see the Dungeon Master's Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.

  • Mirror Ice. The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (@skill[Stealth]) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a [[/r 1d100]]{50 percent} chance of going in a different direction from the direction it intends.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast one spell, once per day, requiring no material components. The spell's level can be no higher than 4th. The dragon's spell save DC is DC 14, and it has [[/r 1d20+6]]{+6} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast one spell, once per day, requiring no material components. The spell's level can be no higher than 4th. The dragon's spell save DC is DC 14, and it has [[/r 1d20+6]]{+6} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d10 + 6]]) piercing damage plus 4 ([[/r 1d8]]) cold damage.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 15 ft., one target. Hit: 15 ([[/r 2d8 + 6]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 ([[/r 12d8]]) cold damage on a failed save, or half as much damage on a successful one.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/water-iceberg-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"ice%20walk_adult%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kgx4FZ3nWKNdHH73","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","cost":null,"condition":"If the dragon fails a saving throw, it can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"legendary%20resistance%20(3%2fday)_adult%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"GNXlJYv1iZ2c8CjY","name":"Detect","type":"feat","system":{"description":{"value":"

The dragon makes a Wisdom (@skill[Perception]) check.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 ([[/r 2d6 + 6]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

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\n\t\t\t
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
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Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 ([[/r 3d6]]) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ([[/r 3d6]]) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.

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Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ([[/r 1d20+7]]{+7} to hit) against each target. On a hit, the target takes 10 ([[/r 3d6]]) piercing damage.

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The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

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Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be @condition[blinded] until initiative count 20 on the next round.

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A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master's Guide for rules on strong wind). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

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The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the Monster Manual:

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This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur.

However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast's eyes glow with an awful malevolence that persists even in death.

Unseelie Origins.

Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn't take long for the displacer beasts to use their malevolent intelligence to escape their masters.

Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight.

Love of the Kill.

Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction.

Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its pack mates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans.

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Ускользающий зверь совершает две атаки щупальцами.

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Рукопашная атака оружием: +6 к попаданию, досягаемость 10 футов, одна цель.

Попадание: Дробящий урон 7 (1к6 + 4) плюс колющий урон 3 (1к6).

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Если существо подвергается эффекту, позволяющему совершить спасбросок, чтобы получить только половину урона, он вообще не получает урон, если преуспеет, и получает лишь половину урона при провале.

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Ускользающий зверь проецирует магическую иллюзию, из-за которой кажется, что он находится немного в стороне, и броски атаки по нему совершаются с помехой. Если по нему попадает атака, эта особенность перестаёт действовать до конца его следующего хода. Эта особенность также перестаёт действовать когда ускользающий зверь недееспособен или когда его скорость равна 0.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 5 ([[/r 1d6 + 2]]) 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. If the poison damage reduces the target to 0 hit points, the target is stable but @condition[poisoned] for 1 hour, even after regaining hit points, and is @condition[paralyzed] while @condition[poisoned] in this way.

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Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.

Children of Lolth.

The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.

Creatures of Darkness.

The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.

Underdark Cities.

The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.

Drow Magic.

Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.

Arms and Armor.

Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.

Cutthroat Politics.

Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.

Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.

Matriarchal Rule.

Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.

In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.

Poison Predilection.

Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies @condition[unconscious]. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.

Variant: Drow Magic Armor and Weapons

[–]

Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.

  • A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
  • A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
  • A drow priestess of Lolth wearing +3 scale mail has AC 19.
[–]

Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.

— Nelar Autumnwell, elf cleric of Corellon Larethian

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/120 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 1 hour. If the saving throw fails by 5 or more, the target is also @condition[unconscious] while @condition[poisoned] in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

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The drow has advantage on saving throws against being @condition[charmed], and magic can't put the drow to sleep.

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While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (@skill[Perception]) checks that rely on sight.

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The drow wears a @item[drow +1 chain shirt|mm|+1 chain shirt] and carries a @item[drow +1 shortsword|mm|+1 shortsword]. These items lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.

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You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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Из точки, выбранной вами в пределах дистанции, расползается магическая тьма сферой с радиусом 15 футов. @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{Тьма} огибает углы. Существа с тёмным зрением не могут видеть сквозь эту тьму, и немагический свет не может её осветить.

\n

Если выбранная вами точка находится на предмете, который вы держите, несёте или носите, тьма исходит из предмета и перемещается вместе с ним. Если полностью накрыть источник тьмы непрозрачным предметом, например, чашей или шлемом, тьма будет заблокирована.

\n

Если часть зоны этого заклинания накрывает зону света, созданного заклинанием с уровнем не выше 2, заклинание, создавшее свет, рассеивается.

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Все предметы в кубе с длиной ребра 20 футов в пределах дистанции подсвечиваются синим, зелёным или фиолетовым цветом (на Ваш выбор). Все существа в этой области тоже подсвечиваются, если проваливают спасбросок Ловкости. На время длительности заклинания подсвеченные предметы и существа испускают тусклый свет в радиусе 10 футов.

\n

Все броски атаки по затронутым существам и предметам совершаются с преимуществом, если атакующий видит их, и эти существа и предметы не получают преимуществ от @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.3UU5GCTVeRDbZy9u]{невидимости}

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Вы создаете до четырех огоньков размером с факел в пределах дистанции, делая их похожими на факелы, фонари или светящиеся сферы, парящие в воздухе. Вы можете также объединить четыре огонька в одну светящуюся человекоподобную фигуру Среднего размера. Какую бы форму вы не выбрали, каждый огонек излучает тусклый свет в радиусе 10 фт.

\n

Вы можете бонусным действием в свой ход переместить огоньки на 60 фт. в новое место в пределах дистанции. Каждый огонек должен находиться в пределах 20 фт. от другого огонька, созданного этим заклинанием, и огонек тухнет, если оказывается за пределами дистанции заклинания.

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Innate Spellcasting.

The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

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Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

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Разведчик совершает две рукопашные атаки или две дальнобойные атаки.

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Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на зрение или слух.

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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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Умертвие это смертный, ведомый темными желаниями и большим тщеславием, впоследствии ставший злой нежитью. Когда смерть усмиряет сердце подобного существа и жизнь покидает его, дух сего создания взывает к демоническому повелителю Оркусу или другому отвратительному богу подземного мира для отсрочки: он просит возродиться в качестве нежити в обмен на вечную войну с живыми. Если темная сила отвечает на зов, сей дух становится нежитью, способной осуществлять свои собственные злые планы.

Умертвия обладают памятью и повадками своей былой жизни. Они будут прислушиваться к зову той темной сущности, что превратила их в нежить, но сохраняют при этом свою независимость. Не знающее усталости умертвие может преследовать свои цели безжалостно, и ни на что не отвлекаясь.

Пожиратели жизни. Не живое и при этом не мертвое, умертвие существует в промежуточном состоянии между двух миров. Жизнерадостность, которой оно обладало при жизни, исчезает, и на её место приходит жажда поглощать всякую жизненную искру, которую оно найдет на своем пути. Когда умертвие нападает, мрачные глаза, сего ожившего существа тлеют словно раскаленные добела горячие угольки, и холодное прикосновение умертвия может истощить жизненную силу сквозь плоть, одежду и доспехи.

Могильная тень. Умертвия избегают дневного мира и солнечного света, который они ненавидят. Они отступают в могильные курганы, склепы и усыпальницы, в которых они обитают. Их логова расположены в беззвучных пустынных местах, в окружении почерневших мёртвых растений, а звери и птицы сторонятся их.

Гуманоиды, убитые умертвием, могут подняться подконтрольными им зомби. Движимые жаждой живых душ и тягой к силам, пробудивших их в посмертии, некоторые умертвия служат ударными войсками злых лидеров, таких как призраки. Будучи солдатами, они способны планировать, но делают это редко, полагаясь на жажду разрушения при подавлении любых противников.

Натура нежити. Умертвию не нужен воздух, еда, питье и сон.

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Умертвие совершает две атаки длинным мечом или длинным луком. Оно может использовать Вытягивание жизни вместо одной атаки длинным мечом.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одно существо.

Попадание: 5 (1к6 + 2) урона некротической энергией. Цель должна преуспеть в спасброске Телосложения Сл 13, иначе максимум её хитов уменьшится на количество, равное полученному урону. Это уменьшение длится до тех пор, пока цель не окончит продолжительный отдых. Цель умирает, если этот эффект уменьшает максимум хитов до 0.

Гуманоид, убитый этой атакой, восстает через 24 часа в качестве зомби под контролем умертвия, если этого гуманоида не воскресят, или его тело не уничтожат. У умертвия может быть не более двенадцати зомби под контролем одновременно.

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A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.

The Beast Within.

Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey.

The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain.

Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control.

Cults of the Horned King.

Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.

Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery.

Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form.

Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world.

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Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.

Strength in Numbers.

Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.

Tunnelers and Builders.

Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.

The Lost God.

In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.

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Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization.

A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons.

Aerial Hunters.

A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls.

Aggressive and Reckless.

A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows.

Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes.

Tamed Wyverns.

A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master.

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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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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-new.sKDkSdQ2xERQal9W.JournalEntryPage.qQ7fqfH5WdG92GJn]{Опутана/Restrained}, @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.v2V1V5DavCja059M]{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-new.sKDkSdQ2xERQal9W.JournalEntryPage.w9BQL0WB0eGwb0Cq]{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-new.sKDkSdQ2xERQal9W.JournalEntryPage.hOPdD0isJ9gOtVoZ]{потеряет сознание/Unconscious} на 1 минуту.

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Пока существо остается без движения, оно неотличимо от окружающей обстановки.

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A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist's fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.

Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania).

Nests.

Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of [[/r 1d10 + 10]] hellwasps, with each hellwasp having an equal voice and role in the society.

Hellwasp Telepathy.

Hellwasps communicate with one another via a form of telepathy perceptible only to their kind.

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This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in [[/r 2d6]] days.

Fungi[–]

With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.

Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.

Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.

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Когда существо, видимое конструктом, начинает свой ход в пределах 10 футов от него, он может заставить это существо совершить спасбросок Мудрости против Сл спасброска ваших заклинаний. При провале цель не может использовать реакции, а её скорость уменьшается вдвое до начала её следующего хода.

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Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.

Preserved Wrath.

The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.

The Will of Dark Gods.

An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.

The Punished.

Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.

Creature of Ritual.

A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains.

Ending a Mummy's Curse.

Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.

More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.

Undead Archives.

Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.

Undead Nature.

A mummy doesn't require air, food, drink, or sleep.

[–]

Before opening a sarcophagus, light a torch.

— X the Mystic's 7th rule of dungeon survival

Mummy Lord[–]

In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before.

Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.

Heart of the Mummy Lord.

As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.

As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.

The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire.

A Mummy Lord's Lair[–]

A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).

Lair Actions[–]

On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:

Regional Effects[–]

A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

If the mummy lord is destroyed, these regional effects end immediately.

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The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 14 ([[/r 3d6 + 4]]) bludgeoning damage plus 21 ([[/r 6d6]]) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ([[/r 3d6]]) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the @spell[remove curse] spell or other magic.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6 + @mod","bludgeoning"],["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"cha"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"Rotting Fist","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/unarmed-punch-fist-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"rotting%20fist_mummy%20lord_mm_mm"}},"effects":[],"_id":"KgRMDm7BStJ3VYBG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Dreadful Glare","type":"feat","system":{"description":{"value":"

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become @condition[frightened] until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also @condition[paralyzed] for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":16,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/elemental-water.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"dreadful%20glare_mummy%20lord_mm_mm"}},"effects":[],"_id":"wd4WhGBPGM6Wffu6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"D3Ij3aNoMjtcsPpp","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The mummy lord has advantage on saving throws against spells and other magical effects.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20resistance_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"AJe5ug7rDrPvqrUL","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/heart-ice-freeze.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"rejuvenation_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5U6zZQQOCdGUAnVd","name":"Attack","type":"feat","system":{"description":{"value":"

The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

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Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be @condition[blinded] until the end of the creature's next turn.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-yellow.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"blinding%20dust_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"EzreKkzGebPT291G","name":"Blasphemous Word","type":"feat","system":{"description":{"value":"

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be @condition[stunned] until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/treasure/token-engraved-eye-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"blasphemous%20word_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QxN6w6rtW3OBYq1o","name":"Channel Negative Energy","type":"feat","system":{"description":{"value":"

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/beam-rays-magenta-small.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"channel%20negative%20energy_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"61ITJAMojFbVB1g7","name":"Whirlwind of Sand","type":"feat","system":{"description":{"value":"

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be @condition[grappled], @condition[petrified], knocked @condition[prone], @condition[restrained], or @condition[stunned]. Equipment worn or carried by the mummy lord remain in its possession.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-cyclone-red-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"whirlwind%20of%20sand_mummy%20lord_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"FOpkTK6Z8uRbzIRh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Each undead creature in the lair can ...","type":"feat","system":{"description":{"value":"

Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20each%20undead%20creature%20in%20the%20lair%20can%20..._mummy%20lord_mm_mm"}},"effects":[],"_id":"2YuAksNcqU2O0TCE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Each undead in the lair has advantage on ...","type":"feat","system":{"description":{"value":"

Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20each%20undead%20in%20the%20lair%20has%20advantage%20on%20..._mummy%20lord_mm_mm"}},"effects":[],"_id":"zgqP6kJufxqAWcfG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Until initiative count 20 on the next ...","type":"feat","system":{"description":{"value":"

Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes [[/r 1d6]] necrotic damage per level of the spell, and the spell has no effect and is wasted.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":16,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20until%20initiative%20count%2020%20on%20the%20next%20..._mummy%20lord_mm_mm"}},"effects":[],"_id":"by184HohLOOp7IDZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

If the mummy lord is destroyed, these regional effects end immediately.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_mummy%20lord_mm_mm"}},"effects":[],"_id":"EN3Pk9vj1513nslw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959713,"modifiedTime":1695376959713,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Священное пламя","type":"spell","system":{"description":{"value":"

Похожее на огонь сияние нисходит на существо, которое вы видите в пределах дистанции. Цель должна преуспеть в спасброске Ловкости, иначе она получает урон излучением [[/r 1d8]]. Для этого спасброска цель не получает преимуществ от укрытия.

\n

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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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"}},"img":"icons/magic/fire/projectile-fireball-orange-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sacred Flame"},"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"}},"effects":[],"_id":"Ftaq8UYHaS5MvRNP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959795,"modifiedTime":1695376959795,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чудотворство","type":"spell","system":{"description":{"value":"

Вы создаёте небольшое чудо, знак сверхъестественной силы. Вы создаёте один из следующих магических эффектов в пределах дистанции:

\n

\n

Если вы накладываете это заклинание несколько раз, у вас может быть до трёх активных эффектов с длительностью в 1 минуту, и вы можете оканчивать такие эффекты действием.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Thaumaturgy"},"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"effects":[],"_id":"BBfIEvEI4EjHt7ot","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959834,"modifiedTime":1695376959834,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Приказ","type":"spell","system":{"description":{"value":"

Вы произносите команду из одного слова существу, которое видите в пределах дистанции. Цель должна совершить спасбросок Мудрости, иначе в свой следующий ход будет исполнять эту команду. Заклинание не оказывает эффект, если цель — нежить, если цель не понимает Ваш язык, или если Ваша команда ему напрямую вредит.

\n

Ниже описаны самые типичные команды и их эффекты. Вы можете отдавать и другие команды. В этом случае поведение цели определяет Мастер. Если цель не может выполнить Вашу команду, заклинание оканчивается.

\n

Подойди. Цель перемещается ближе к вам по кратчайшему и самому прямому маршруту, оканчивая ход, если оказывается в пределах 5 футов от вас.

\n

Брось. Цель роняет то, что держит, и оканчивает ход.

\n

Падай. Цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.y0TkcdyoZlOTmAFT]{падает ничком} и заканчивает ход.

\n

Убегай. Цель тратит ход на то, что перемещается прочь от вас самым быстрым способом.

\n

Стой. Цель не перемещается и не совершает никаких действий. Летающее существо продолжает лететь, при условии, что может это делать. Если оно должно лететь, чтобы не упасть, то пролетает минимально необходимое расстояние.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, то можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/control/control-influence-puppet.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Command"},"plutonium":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"}},"effects":[],"_id":"rWU7irNscKwoSQAT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959871,"modifiedTime":1695376959871,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Направленный снаряд","type":"spell","system":{"description":{"value":"

Вспышка света устремляется к выбранному вами существу в пределах дистанции. Совершите дальнобойную атаку заклинанием по цели. При попадании цель получает урон излучением [[/r 4d6]], и следующий бросок атаки по цели, совершённый до конца Вашего следующего хода, совершается с преимуществом, благодаря мистическому тусклому свету, остающемуся недолго на цели.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, урон увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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"}},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Guiding Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"SaxIfzCHPKPVBnvk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959903,"modifiedTime":1695376959903,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Щит веры","type":"spell","system":{"description":{"value":"

Мерцающее поле появляется, окружая выбранное вами существо в пределах дистанции, даруя ему на время длительности бонус +2 к КД.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a small parchment with a bit of holy text written on it","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/holy/barrier-shield-winged-cross.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shield of Faith"},"plutonium":{"page":"spells.html","source":"PHB","hash":"shield%20of%20faith_phb","propDroppable":"spell"}},"effects":[],"_id":"jT8pBA29QYXWOPC7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959952,"modifiedTime":1695376959952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Удержание личности","type":"spell","system":{"description":{"value":"

Выберите гуманоида, которого видите в пределах дистанции. Цель должна преуспеть в спасброске Мудрости, иначе станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} на период действия заклинания. В конце каждого своего хода цель может совершать новые спасброски Мудрости. При успехе заклинание на этой цели оканчивается.

\n

На больших уровнях.\n

Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, то можете выбрать целью одного дополнительного гуманоида за каждый уровень ячейки выше 2-го. Эти гуманоиды должны находиться в пределах 30 футов друг от друга, когда вы нацеливаетесь на них.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hold Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"JnMvns9uS658LkZ7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959979,"modifiedTime":1695376959979,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Тишина","type":"spell","system":{"description":{"value":"

Пока заклинание активно, никакие звуки не могут раздаться в пределах сферы с радиусом 20 футов с центром на точке, выбранной в пределах дистанции, а также не могут проходить сквозь неё. Все существа и предметы, полностью находящиеся в сфере, получают иммунитет к урону звуком, и существа считаются @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.6G8JSjhn701cBITY]{оглохшими}, когда полностью находятся в ней. Там невозможно сотворять заклинания с вербальным компонентом.

","chat":"","unidentified":""},"source":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/creatures/magical/humanoid-silhoette-alien-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Silence"},"plutonium":{"page":"spells.html","source":"PHB","hash":"silence_phb","propDroppable":"spell"}},"effects":[],"_id":"XZkLOLLsopvGkom7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960013,"modifiedTime":1695376960013,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Божественное оружие","type":"spell","system":{"description":{"value":"

Вы создаёте в пределах дистанции парящее призрачное оружие, существующее, пока заклинание активно, или пока вы не накладываете это заклинание ещё раз. Когда вы накладываете это заклинание, вы можете совершить рукопашную атаку заклинанием по существу, находящемуся в пределах 5 футов от оружия. При попадании цель получает урон силовым полем, равный [[/r 1d8]] + модификатор Вашей базовой характеристики.

\n

Вы можете бонусным действием в свой ход переместить оружие на 20 футов и повторить атаку по существу, находящемуся в пределах 5 футов от него.

\n

Оружие может быть любой формы. Жрецы божеств, связанных с конкретным оружием (святой Катберт известен своей булавой, а Тор — молотом), создают эффект в виде именно такого оружия.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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","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":""}},"img":"icons/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Spiritual Weapon"},"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"}},"effects":[],"_id":"pPRisCjFq9pm71EY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960039,"modifiedTime":1695376960039,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Восставший труп","type":"spell","system":{"description":{"value":"

Это заклинание создает прислуживающую нежить. Выберите груду костей или труп гуманоида Среднего или Маленького размера в пределах дистанции. Ваше заклинание наделяет цель мерзким подобием жизни, делая из него существо-нежить. Цель становится скелетом, если вы выбирали кости или зомби, если вы выбрали труп.

\n

В каждый свой ход вы можете бонусным действием мысленно приказать существу, созданному этим заклинанием, если оно находится в пределах 60 футов (если вы контролируете несколько существ, вы можете отдавать один и тот же приказ любому количеству из них одновременно). Вы решаете, какое действие совершит это существо, и куда оно переместится в следующем ходу, или вы можете отдать общий приказ, например, охранять комнату или коридор. Если вы не отдадите команду, существо будет всего лишь защищаться от врагов. Получив приказ, существо продолжает его выполнять, пока задача не будет выполнена.

\n

Существо находится под Вашим контролем 24 часа, после чего перестает слушаться команд. Для поддержания контроля еще на 24 часа вы должны наложить это заклинание на него ещё раз до окончания 24-часового периода. Такое использование заклинания только поддерживает контроль над уже созданными существами, количество которых не может быть больше четырёх, и не оживляет новых.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 4 уровня или выше, вы оживляете или продлеваете контроль над двумя дополнительными существами за каждый уровень ячейки выше третьего. Для каждого создаваемого существа требуется отдельная куча костей или труп.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"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":""}},"img":"icons/magic/death/skeleton-skull-soul-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Animate Dead"},"plutonium":{"page":"spells.html","source":"PHB","hash":"animate%20dead_phb","propDroppable":"spell"}},"effects":[],"_id":"t7guRleTzIeQrPfS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960078,"modifiedTime":1695376960078,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание магии","type":"spell","system":{"description":{"value":"

Выберите одно существо, предмет или магический эффект в пределах дистанции. Все заклинания 3 уровня и ниже на цели оканчиваются. Для каждого заклинания с уровнем 4 или выше совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе это заклинание оканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, вы автоматически заканчиваете эффекты заклинаний на цели, чей уровень ниже или равен уровню использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":""}},"img":"icons/magic/nature/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Magic"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"}},"effects":[],"_id":"R1sJ3MbZIdfPxdI2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960113,"modifiedTime":1695376960113,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Предсказание","type":"spell","system":{"description":{"value":"

Ваша магия и жертвоприношение связывают вас с богом или его слугой. Вы задаёте один вопрос о конкретной цели, событии, или деятельности, которая произойдёт в течение следующих 7 дней. Мастер даёт на это честный ответ. Это может быть короткая фраза, загадочный стих или знамение.

\n

Это заклинание не учитывает всевозможные обстоятельства, способные изменить исход событий, такие как накладывание дополнительных заклинаний и потеря и приобретение спутников. Если вы накладываете это заклинание несколько раз до завершения длинного отдыха, существует накопительный шанс [[/r 1d100]] 25 процентов за каждое использование, начиная со второго, что вы получите случайный ответ. Мастер совершает этот бросок скрытно.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"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":""}},"img":"icons/commodities/treasure/gem-framed-spiral-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Divination"},"plutonium":{"page":"spells.html","source":"PHB","hash":"divination_phb","propDroppable":"spell"}},"effects":[],"_id":"quJ1DEdGGWvLWmeb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960155,"modifiedTime":1695376960155,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Страж веры","type":"spell","system":{"description":{"value":"

В выбранной и видимой вами свободной клетке в пределах дистанции появляется и начинает парить призрачный страж. Страж занимает своё пространство, и его контуры плохо видны за исключением сверкающего меча и щита, украшенного символом Вашего божества.

\n

Все существа, враждебные вам, перемещающиеся впервые за ход в пространство, находящееся в пределах 10 футов от стража, должны совершить спасбросок Ловкости. При провале такое существо получает урон излучением 20, или половину этого урона при успехе. Страж исчезает, когда причинит суммарно 60 урона.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["20","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":4,"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":""}},"img":"icons/creatures/magical/spirit-undead-winged-ghost.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Guardian of Faith"},"plutonium":{"page":"spells.html","source":"PHB","hash":"guardian%20of%20faith_phb","propDroppable":"spell"}},"effects":[],"_id":"HBqcoGqva7HtLMIM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960222,"modifiedTime":1695376960222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Заражение","type":"spell","system":{"description":{"value":"

Ваше касание вызывает болезнь. Совершите рукопашную атаку заклинанием по существу, находящемуся в пределах Вашей досягаемости. При попадании существо @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.lq3TRI6ZlED8ABMx]{отравлено}

\n

В конце каждого своего хода цель должна совершать спасбросок Телосложения. После успеха в трёх таких спасбросках существо больше не Отравлено, и заклинание заканчивается. Если цель проваливает три спасброска, то она больше не Отравлена, но вы выбираете болезнь из списка ниже. Эффекты выбранной болезни действуют на цель до конца длительности заклинания.

\n

Поскольку это заклинание вызывает у цели настоящую болезнь, все эффекты, исцеляющие болезни и влияющие на течение болезней, применимы.

\n

Воспаление разума. Сознание существа лихорадит. Существо совершает с помехой проверки и спасброски Интеллекта, и в бою существо ведёт себя так, будто находится под действием заклинания Смятение.

\n

Гниение плоти. Плоть существа начинает разлагаться. Существо совершает с помехой проверки Харизмы и получает уязвимость ко всем видам урона.

\n

Грязевая лихорадка. Грязевая лихорадка охватывает тело существа. Существо совершает с помехой проверки Силы, спасброски Силы и броски атаки, использующие Силу.

\n

Припадок. Существо сотрясают неостановимые судороги. Существо совершает с помехой проверки Ловкости, спасброски Ловкости и броски атаки, использующие Ловкость.

\n

Слепотуха. Боль заволакивает сознание существа, а его глаза становятся молочно-белыми. Существо совершает с помехой проверки и спасброски Мудрости, и становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{ослеплённым}.

\n

Склизкая смерть. Существо начинает неконтролируемо кровоточить. Существо совершает с помехой проверки и спасброски Телосложения. Кроме того, каждый раз, когда цель получает урон, она становится @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённой} до конца своего следующего хода.

","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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","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":""}},"img":"icons/magic/acid/dissolve-arm-flesh.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Contagion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"contagion_phb","propDroppable":"spell"}},"effects":[],"_id":"MTPzAihhIRa5ou6c","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960265,"modifiedTime":1695376960265,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Нашествие насекомых","type":"spell","system":{"description":{"value":"

Рой кусачей саранчи заполняет сферу с радиусом 20 фт. с центром на точке, выбранной вами в пределах дистанции. Сфера огибает углы. Сфера существует, пока активно заклинание, и её местность @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{слабо заслонена}. Пространство сферы является @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимой местностью}.

\n

Когда сфера появляется, все находящиеся в ней существа должны совершить спасбросок Телосложения. Существо получает колющий урон [[/r 4d10]] при провале, или половину урона при успехе. Существа должны также совершать этот спасбросок, когда впервые за ход входят в область заклинания или оканчивают там ход.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d10]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"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"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"img":"icons/creatures/invertebrates/wasp-swarm-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Insect Plague"},"plutonium":{"page":"spells.html","source":"PHB","hash":"insect%20plague_phb","propDroppable":"spell"}},"effects":[],"_id":"BluNCtCOiVagUnAB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960321,"modifiedTime":1695376960321,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Поражение","type":"spell","system":{"description":{"value":"

Вы насылаете смертельную болезнь на существо, которое видите в пределах дистанции. Цель должна совершить спасбросок Телосложения. В случае провала она получает урон некротической энергией [[/r 14d6]] или половину этого урона в случае успеха. Этот урон не может опустить хиты цели ниже 1. Если цель проваливает спасбросок, максимум её хитов уменьшается на 1 час на количество, равное полученному урону некротической энергией. Все эффекты, лечащие болезнь, позволяют досрочно вернуть максимум хитов.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"wis"},"level":6,"school":"nec","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":""}},"img":"icons/weapons/daggers/knife-kitchen-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Harm"},"plutonium":{"page":"spells.html","source":"PHB","hash":"harm_phb","propDroppable":"spell"}},"effects":[],"_id":"bb17VwrmfR00bVpi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960354,"modifiedTime":1695376960354,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:

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Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.

Horse Eaters.

Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.

Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon.

Sky Dwellers.

Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted.

Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths.

Trained Mounts.

A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely.

Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands.

","public":""},"alignment":"unaligned","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Arctic, Coastal, Grassland, Hill, Mountain","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"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":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":2,"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":"Грифон","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/griffon.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":40,"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":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The griffon makes two attacks: one with its beak and one with its claws.

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A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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The octopus can breathe only underwater.

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The Nature of Swarms

[–]

The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a @creature[yuan-ti abomination] might have @creature[swarm of poisonous snakes||swarms of poisonous snakes] slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.

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The swarm has advantage on Wisdom (@skill[Perception]) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.

Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.

Elementals[–]

Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.

Living Elements.

On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.

Conjured by Magic.

Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.

Bound and Shaped.

Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.

Elemental Nature.

An elemental doesn't require air, food, drink, or sleep.

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The elemental makes two slam attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) bludgeoning damage.

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The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

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The elemental deals double damage to objects and structures.

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A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

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The eagle makes two attacks: one with its beak and one with its talons.

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The eagle has advantage on Wisdom (@skill[Perception]) checks that rely on sight.

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Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear.

A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack.

Underdark Hunters.

The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth.

A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent.

Weakening Tendrils.

A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 50 ft., one creature. Hit: The target is @condition[grappled] (escape DC 15). Until the grapple ends, the target is @condition[restrained] and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

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The roper pulls each creature @condition[grappled] by it up to 25 feet straight toward it.

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While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

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Доспех совершает две рукопашные атаки.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одна цель.

Попадание: Дробящий урон 5 (1к6 + 2).

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Существо @Compendium[sc-common.sc-common-new.sKDkSdQ2xERQal9W.JournalEntryPage.w9BQL0WB0eGwb0Cq]{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-new.sKDkSdQ2xERQal9W.JournalEntryPage.hOPdD0isJ9gOtVoZ]{потеряет сознание/Unconscious} на 1 минуту.

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Пока существо остается без движения, оно неотличимо от окружающей обстановки.

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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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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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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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The nalfeshnee is one of the most grotesque demons-a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning.

Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.

Demons[–]

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos.

The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation.

Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions.

Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption.

Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil.

Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.

The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence.

A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults.

Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning.

Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons.

The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession.

No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

Demon Lords[–]

The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.

Reward for Outsiders.

Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.

Power and Control.

The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.

As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.

Baphomet[–]

The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.

The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.

Demogorgon[–]

The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.

Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.

Graz'zt[–]

The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.

Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.

Juiblex[–]

The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.

In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.

Lolth[–]

The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.

Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.

Orcus[–]

Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.

The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.

Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.

Yeenoghu[–]

Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.

Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.

Other Demon Lords[–]

No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.

Demon Types[–]

Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.

Demons by Type
TypeExamples
1barlgura, shadow demon, vrock
2chasme, hezrou
3glabrezu, yochlol
4nalfeshnee
5marilith
6balor, goristro

Demon True Names

[–]

Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon 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 the most powerful demons.

A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.

Variant: Demon Summoning

[–]

Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.

  • A balor has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d8]] vrocks, [[/r 1d6]] hezrous, [[/r 1d4]] glabrezus, [[/r 1d3]] nalfeshnees, [[/r 1d2]] mariliths, or one goristro.
  • A barlgura has a [[/r 1d100]]{30 percent} chance of summoning one barlgura.
  • A chasme has a [[/r 1d100]]{30 percent} chance of summoning one chasme.
  • A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.
  • A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.
  • A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] vrocks, [[/r 1d4]] hezrous, [[/r 1d3]] glabrezus, [[/r 1d2]] nalfeshnees, or one marilith.
  • A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] vrocks, [[/r 1d3]] hezrous, [[/r 1d2]] glabrezus, or one nalfeshnee.
  • A vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.
  • A yochlol has a [[/r 1d100]]{50 percent} chance of summoning one yochlol.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

[–]

Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.

— From the Demonomicon of Iggwilv

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The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-weapons-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"multiattack_nalfeshnee%20(summoner)_mm_mm"}},"effects":[],"_id":"Bi5RWscltf1lXLxW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961085,"modifiedTime":1695376961085,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 32 ([[/r 5d10 + 5]]) piercing damage.

","chat":"","unidentified":""},"source":"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":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"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,"sil":false,"hvy":false,"ver":false,"fin":false,"foc":false},"proficient":1},"name":"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_nalfeshnee%20(summoner)_mm_mm"}},"effects":[],"_id":"8U4G16jJy1IzBFSN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961085,"modifiedTime":1695376961085,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 15 ([[/r 3d6 + 5]]) slashing damage.

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The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

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The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"teleport_nalfeshnee%20(summoner)_mm_mm"}},"effects":[],"_id":"6CQKw8292vXd3Qp7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961085,"modifiedTime":1695376961085,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Summon Demon","type":"feat","system":{"description":{"value":"

The demon chooses what to summon and attempts a magical summoning.

A nalfeshnee has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d4]] @creature[vrock||vrocks], [[/r 1d3]] @creature[hezrou||hezrous], [[/r 1d2]] @creature[glabrezu||glabrezus], or one nalfeshnee.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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The nalfeshnee has advantage on saving throws against spells and other magical effects.

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A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless \"head\" at its top.

All-Consuming Devourers.

A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the shambling mounds' rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors.

Unseen Hunters.

Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey.

Spawned by Lightning.

A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food.

The Weed that Walks.

The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature.

The dense mass of a shambling mound's body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive.

Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn't sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food.

A Resurgent Menace.

If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again.

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From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.

Dark Servants.

Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a @spell[resurrection] spell.

A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.

Hideous Forms.

Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

Mindless Soldiers.

Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.

Undead Nature.

A zombie doesn't require air, food, drink, or sleep.

[–]

After Beek died, we cast an @spell[animate dead] spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious.

— Fonkin Hoodypeak, on friendship

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The Nature of Swarms

[–]

The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a @creature[yuan-ti abomination] might have @creature[swarm of poisonous snakes||swarms of poisonous snakes] slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 0 ft., one target in the swarm's space. Hit: 10 ([[/r 4d4]]) piercing damage

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 0 ft., one target in the swarm's space. Hit: 5 ([[/r 2d4]]) piercing damage if the swarm has half of its hit points or fewer.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.

A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

Dragons of Virtue.

Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.

Friends of the Small Races.

Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.

Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.

Respect for Humanity.

Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating.

Hoarding History.

Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelery crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

A Silver Dragon's Lair[–]

Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The dragon's spell save DC is DC 16, and it has [[/r 1d20+8]]{+8} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The dragon's spell save DC is DC 16, and it has [[/r 1d20+8]]{+8} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d10 + 6]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d6 + 6]]) slashing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.wgHpfKJQor9rbvyU.Item.hRpGDlsiZCmsx4us]{Cold Breath} or @UUID[Actor.wgHpfKJQor9rbvyU.Item.8zSVSFeWXWagn30x]{Paralyzing Breath}

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The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 ([[/r 12d8]]) cold damage on a failed save, or half as much damage on a successful one.

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Находясь вне воды, осьминог может задержать дыхание на 1 час.

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Существо совершает с преимуществом проверки Ловкости (Скрытность), когда находится под водой.

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Существо может дышать только под водой.

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Melee Weapon Attack: [[/r 1d20+1]]{+1} to hit, reach 5 ft., one target. Hit: 1 ([[/r 1d4 - 1]]) piercing damage.

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The jackal has advantage on Wisdom (@skill[Perception]) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/ear-grey-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"keen%20hearing%20and%20smell_jackal_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376947131,"modifiedTime":1695376947131,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"UyyTBhFeqGuYAzvc","name":"Pack Tactics","type":"feat","system":{"description":{"value":"

The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/wilderness/statue-hound-horned.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"pack%20tactics_jackal_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376947131,"modifiedTime":1695376947131,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376946896,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":16500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Древний чёрный дракон/Ancient Black Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20black%20dragon_mm"},"core":{}},"_id":"uVPcF8kmBMFSkZVM","img":"foundryvtt-static/tokens/ancient-black-dragon.webp","system":{"abilities":{"str":{"value":27,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":25,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":22,"calc":"natural","formula":""},"hp":{"value":367,"max":367,"temp":0,"tempmax":0,"formula":"21d20 + 147"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.

With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.

When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.

Brutal and Cruel.

All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.

A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.

Foes and Servants.

Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.

Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.

A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.

Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger.

Wealth of the Ancients.

Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself.

A Black Dragon's Lair[–]

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

Chromatic Dragons[–]

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.

Driven by Greed.

Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.

Creatures of Ego.

Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.

Dangerous Lairs.

A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.

Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.

Queen of Evil Dragons.

Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.

Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.

Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Additional Lair Actions.

At your discretion, a legendary (@creature[Adult Black Dragon||adult] or @creature[Ancient Black Dragon||ancient]) black dragon can use one or more of the following additional lair actions while in its lair:

  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.

  • Grasping Muck. Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be @condition[restrained] until initiative count 20 on the next round.

  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be @condition[poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Regional Effects[–]

The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, vegetation remains as it has grown, but other effects fade over [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the Monster Manual:

  • Ennui. Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.

  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (@skill[Stealth]) checks. The dragon can suppress this effect at will.

  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 19, and it has [[/r 1d20+11]]{+11} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage plus 9 ([[/r 2d8]]) acid damage.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 20 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon 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 67 ([[/r 15d8]]) acid damage on a failed save, or half as much damage on a successful one.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon makes a Wisdom (@skill[Perception]) check.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6 + 8]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

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\n\t\t\t
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
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Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked @condition[prone].

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A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 ([[/r 3d6]]) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ([[/r 3d6]]) piercing damage.

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Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.

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Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be @condition[restrained] until initiative count 20 on the next round.

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A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be @condition[poisoned] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

If the dragon dies, vegetation remains as it has grown, but other effects fade over [[/r 1d10]] days.

Additional Regional Effects.

Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the Monster Manual:

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The ape makes two fist attacks.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage.

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 25/50 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage.

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The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.

A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

Dragons of Virtue.

Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.

Friends of the Small Races.

Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.

Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.

Respect for Humanity.

Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating.

Hoarding History.

Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelery crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

A Silver Dragon's Lair[–]

Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.

Metallic Dragons[–]

Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.

Noble Curiosity.

Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.

A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.

Solitary Shapeshifters.

At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.

Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.

The Persistence of Memory.

Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.

King of Good Dragons.

The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.

Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.

Dragons[–]

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.

Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.

Dragon Age Categories
CategorySizeAge Range
WyrmlingMedium5 years or less
YoungLarge6–100 years
AdultHuge101–800 years
AncientGargantuan801 years or more

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

Additional Lair Action.

At your discretion, a legendary (@creature[Adult Silver Dragon||adult] or @creature[Ancient Silver Dragon||ancient]) silver dragon can use the following additional lair action while in its lair:

  • Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be @condition[restrained] until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.

Regional Effects[–]

The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Customizing Dragons

FTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages.

Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills.

Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Spells.

See the \"Variant: Dragons as Innate Spellcasters\" inset(s), below.

Other Traits and Actions.

You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast six spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 21, and it has [[/r 1d20+13]]{+13} to hit with spell attacks.

A suggested spell list is shown below, but you can also choose spells to reflect the dragon's character. A dragon who innately casts druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than this rule allows, but such a tweak might increase the dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.

Source: FTD

Variant: Dragons as Innate Spellcasters

[–]

Dragons are innately magical creatures that can master a few spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

This dragon can innately cast six spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is DC 21, and it has [[/r 1d20+13]]{+13} to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. A selection of examples are shown below:

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 15 ft., one target. Hit: 21 ([[/r 2d10 + 10]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d6 + 10]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 20 ft., one target. Hit: 19 ([[/r 2d8 + 10]]) bludgeoning damage.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":21,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/fear-fright-monster-grin-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"frightful%20presence_ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"btIvmgGcyrfA4JlQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4qHXcKkJz3TjHvQE","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.8GGu89duKlIW6LVG.Item.bMDonk0j899p8fG8]{Cold Breath} or @UUID[Actor.8GGu89duKlIW6LVG.Item.ScPjd1e33ocVoN8H]{Paralyzing Breath}

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"breath%20weapons%20%7b%40recharge%205%7d_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bMDonk0j899p8fG8","name":"Breath Weapons: Cold Breath","type":"feat","system":{"description":{"value":"

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 ([[/r 15d8]]) cold damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"4qHXcKkJz3TjHvQE","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["15d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":24,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"breath%20weapons%3a%20cold%20breath_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ScPjd1e33ocVoN8H","name":"Breath Weapons: Paralyzing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be @condition[paralyzed] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, 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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/magical/humanoid-giant-forest-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"change%20shape_ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"3HEiNiN4xOZ2HDk6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CbhhCHnnUiMuuwBn","name":"Legendary Resistance","type":"feat","system":{"description":{"value":"

If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","cost":null,"condition":"If the dragon fails a saving throw, it can choose to succeed instead."},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/orb-water-bubbles.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"legendary%20resistance%20(3%2fday)_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"G6jMF0U9rrZ8YHBp","name":"Detect","type":"feat","system":{"description":{"value":"

The dragon makes a Wisdom (@skill[Perception]) check.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/tools/scribal/magnifying-glass.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"detect_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"8slx3fkzLUCBTif8","name":"Tail Attack","type":"feat","system":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tail%20attack_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"IpTEWd752Dzs3LZd","name":"Wing Attack","type":"feat","system":{"description":{"value":"

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6 + 10]]) bludgeoning damage and be knocked @condition[prone]. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + 10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":25,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/wing-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"wing%20attack_ancient%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/targeting/target-strike-triple-blue.webp","flags":{"plutonium":{"dedupeId":"legendaryActions"}},"effects":[],"_id":"xsvvjA1ePXyjYoVI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates fog as if it had cast ...","type":"feat","system":{"description":{"value":"

The dragon creates fog as if it had cast the @spell[fog cloud] spell. The fog lasts until initiative count 20 on the next round.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20the%20dragon%20creates%20fog%20as%20if%20it%20had%20cast%20..._ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"aVdAuvtiK1VzPelS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A blisteringly cold wind blows through the ...","type":"feat","system":{"description":{"value":"

A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a [[/r 1d100]]{50 percent} chance of being extinguished.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20a%20blisteringly%20cold%20wind%20blows%20through%20the%20..._ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"NnHVJqQAF2UsUg8z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Icy Grip","type":"feat","system":{"description":{"value":"

A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be @condition[restrained] until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"dex"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","flags":{"plutonium":{"page":"monsterLairActions","source":"MM","hash":"lair%3a%20icy%20grip_ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"mTWBWOfWf5kq5xG9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_ancient%20silver%20dragon_mm_mm"}},"effects":[],"_id":"szvaSWF9JMkJGx07","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881294,"modifiedTime":1695376881294,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376880973,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":5800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} {"name":"Рогатый дьявол/Horned Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"horned%20devil_mm"},"core":{}},"_id":"cY66C9qVwFYlABnj","img":"foundryvtt-static/tokens/horned-devil.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":0,"tempmax":0,"formula":"17d10 + 85"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm's way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying.

A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails.

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 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 horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned 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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The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d8 + 6]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 10 ([[/r 1d8 + 6]]) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 ([[/r 3d6]]) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 ([[/r 3d6]]). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 150 ft., one target. Hit: 14 ([[/r 4d6]]) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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Magical darkness doesn't impede the devil's darkvision.

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The devil has advantage on saving throws against spells and other magical effects.

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Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.

Dark Desires.

Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.

Born from Death.

Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.

Chained to the Grave.

Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.

Undead Nature.

Neither a vampire nor a vampire spawn requires air.

A Vampire's Lair.

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Player Characters as Vampires

[–]

The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, @sense[darkvision], traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.

The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a @spell[wish] spell or the character is killed and brought back to life.

Strahd von Zarovich

[–]

A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.

In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.

In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.

In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.

[–]

I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.

— Count Strahd von Zarovich

Regional Effects[–]

The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:

If the vampire is destroyed, these effects end after [[/r 2d6]] days.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 1d8 + 4]]) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one willing creature, or a creature that is @condition[grappled] by the vampire, @condition[incapacitated], or @condition[restrained]. Hit: 7 ([[/r 1d6 + 4]]) piercing damage plus 10 ([[/r 3d6]]) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a @creature[vampire spawn] under the vampire's control.

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The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be @condition[charmed] by the vampire. The @condition[charmed] target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

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The vampire magically calls [[/r 2d4]] swarms of @creature[swarm of bats||bats] or @creature[swarm of rats||rats], provided that the sun isn't up. While outdoors, the vampire can call [[/r 3d6]] @creature[wolf||wolves] instead. The called creatures arrive in [[/r 1d4]] rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

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If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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If the vampire fails a saving throw, it can choose to succeed instead.

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When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling @condition[unconscious], provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then @condition[paralyzed] until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

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The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is @condition[incapacitated] in its resting place, the vampire is @condition[paralyzed] until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The vampire moves up to its speed without provoking opportunity attacks.

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The vampire makes one unarmed strike.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/hand/gauntlet-simple-leather-brown-gold.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"unarmed%20strike_vampire_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377000293,"modifiedTime":1695377000293,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yA9KBAN0nyRS2wbH","name":"Bite","type":"feat","system":{"description":{"value":"

The vampire makes one bite attack.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"bite_vampire_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377000293,"modifiedTime":1695377000293,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
\n\t\t\t
\n\t\t
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The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:

If the vampire is destroyed, these effects end after [[/r 2d6]] days.

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Волшебный дракончик — дракон размером с кошку с крыльями бабочки. У него острые зубы, а восторг он выражает подёргиванием хвоста. Его игривое настроение исчезает только если на него напасть.

Невидимые озорники. Присутствие волшебного дракончика выдаёт лишь его сдавленный смешок. Дракончик остаётся вне поля зрения, скрытно наблюдая за тем, как жертвы разбираются с его розыгрышами. Когда веселье заканчивается, он может показаться, в зависимости от настроения своих «жертв».

Дружелюбные и смышлёные. У волшебного дракончика острый ум, любовь к сокровищам и хорошей компании и озорное чувство юмора. Путешественники могут сыграть на драконьей натуре дракончика, предложив ему «сокровища» в виде конфет, выпечки и побрякушек в обмен на информацию и безопасный проход через его территорию.

Цвет и возраст. Чешуя волшебного дракончика меняет оттенок с возрастом, проходя все цвета радуги. У всех волшебных дракончиков есть способности к магии, и они получают доступ к новым заклинаниям по мере взросления.

Цвет дракона

Возрастной диапазон

Красный

5 лет и меньше

Оранжевый

6 - 10 лет

Желтый

11 - 20 лет

Зеленый

21 - 30 лет

Голубой

31 - 40 лет

Синий

41 - 50 лет

Фиолетовый

51 год и старше

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Рукопашная атака оружием: +7 к попаданию, досягаемость 5 футов, одно существо. Попадание: Колющий урон 1.

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перезарядка 5–6

Дракончик выдыхает облако газа, вызывающего эйфорию, на одно существо, находящееся в пределах 5 футов от него. Цель должна преуспеть в спасброске Мудрости Сл 11, иначе в течение 1 минуты не сможет совершать реакции, и в начале каждого своего хода должна будет бросать к6, чтобы определить своё поведение в этом ходу:

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A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red—5 years or less

Orange—6–10 years

Yellow—11–20 years

Green—21–30 years

Blue—31–40 years

Indigo—41–50 years

Violet—51 years or more

A green or older faerie dragon's CR increases to 2.

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Используя бонусное действие, существо, магическим образом, может стать невидимым, пока концентрируется (как при концентрации на заклинании). Всё снаряжение, которое оно несёт или носит, становится невидимым вместе с ним.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-blue-gray.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"superior%20invisibility_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396305453,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"DCXEzMyDzxHp1TmG","name":"Ограниченная телепатия/Limited Telepathy","type":"feat","system":{"description":{"value":"

При помощи телепатии существо может магическим образом общаться со всеми другими существами в пределах 60 футов.

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Существо совершает с преимуществом спасброски от заклинаний и прочих магических эффектов.

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The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have total cover against the attack.

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The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult terrain.

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The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:

If the faerie dragon dies, these effects fade over the course of [[/r 1d10]] days.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"eEOqIKe4tnsCPaHD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396063279,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Базовой характеристикой дракончика является Харизма (Сл спасброска от заклинания 13). Он может накладывать некоторые заклинания, не нуждаясь в материальных компонентах. Когда дракончик взрослеет и меняет цвет, он получает дополнительные заклинания, как показано ниже.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"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}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"JETMvTj49KggGuMd","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063651,"modifiedTime":1695396471526,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Q7NyiBN5RkF5gb2X","name":"Магическая рука / Mage hand","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396485346,"modifiedTime":1695396485346,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2egUC8tVvTwHNrPo","name":"Малая иллюзия / Minor Illusion","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-minor-illusion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"minor%20illusion_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.zAb5VU9g0ThRSnp3"}},"system":{"description":{"value":"
\n

Вы создаёте звук или образ объекта в пределах дистанции. Он существует, пока длится заклинание. Иллюзия также рассеивается, если вы прекратите её в качестве действия или сотворите это заклинание снова.

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Если вы создаёте звук, его громкость может варьироваться от шёпота до крика. Это может быть ваш или чей-то ещё голос, рёв льва, бой барабанов или что угодно ещё на ваш выбор. Звук может продолжаться всю длительность, или вы можете выбрать отдельные звуки, звучащие в разное время, пока длится заклинание.

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Если вы создаёте образ объекта — например, кресло, грязные следы ног или сундучок, — он должен быть не больше 5-футового куба. Образ не может создавать звук, свет, запах или иной сенсорный эффект. Физическое взаимодействие с образом выдаёт, что это иллюзия, потому что предметы проходят сквозь неё.

\n

Если существо использует действие, чтобы изучить звук или образ, оно может понять, что это иллюзия, успешно пройдя проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. Если существо распознаёт иллюзию, она становится для него едва различимой

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"клочок овечьей шерсти","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396486161,"modifiedTime":1695396486161,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"zl6GgiyYgTNj93gC","name":"Пляшущие огоньки / Dancing lights","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/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":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396487174,"modifiedTime":1695396487174,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"lNsSnruAUid7vVa8","name":"Цветные брызги / Color Spray","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-color-spray.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"color%20spray_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.tTIZXq1uJ0x3inJu"}},"system":{"description":{"value":"
\n
Ошеломляющее множество мерцающих разноцветных лучей срывается с вашей руки. Бросьте [[/r 6d10]]; результат укажет, на существ с каким суммарным количеством ПЗ влияет это заклинание. Существа в пределах 15-футового конуса, исходящего от вас, подвергаются воздействию в порядке возрастания текущих ПЗ (не считая существ @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{без сознания} и существ, которые не видят).
\n
 
\n
Начиная с существа с наименьшими текущими ПЗ, каждое существо, подвергшееся влиянию заклинания, @Compendium[laaru-dnd5-hw.sostoyaniya.apswG1jicwhlWT5R]{слепнет} до конца вашего следующего хода. Вычитайте ПЗ каждого существа из результата броска, прежде чем перейти к следующему. Количество ПЗ существа должно быть равно или меньше остатка результата, чтобы заклинание подействовало на это существо.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, бросьте дополнительно  [[/r 2d10]] за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d10",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка порошка или песка красного, жёлтого и синего цветов","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396488126,"modifiedTime":1695396488126,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"J9xs5WAEUNiXmdOn","name":"Зеркальное отражение / Mirror Image","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-mirror-image.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"mirror%20image_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.p1wCizH03XfbXOCN"}},"system":{"description":{"value":"
\n

Три ваших иллюзорных двойника появляются в занимаемом вами пространстве. Пока длится заклинание, двойники перемещаются вместе с вами, повторяя ваши действия и меняясь местами, так что невозможно уследить, кто из вас реален. Вы можете использовать действие, чтобы рассеять иллюзорных двойников.

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Пока длится заклинание, каждый раз, когда существо выбирает вас целью атаки, бросьте [[/r d20]], чтобы определить, будет ли атака нацелена на вас или на ваших двойников

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Если у вас три двойника, то двойник станет целью атаки при результате 6 и более. Если двойников двое, надо получить 8 или более. Если двойник один 11 или более.

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КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает в двойника, он уничтожается. Двойника можно уничтожить только попавшей по нему атакой. Он невосприимчив к любому другому урону эффектам. Заклинание прекращает действовать. когда уничтожены все три двойника.

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Заклинание не действует на существо, которое не может видеть или полагается на другие способы восприятия, например обладает слепозрением, или если оно способно распознавать иллюзии, например обладает @Compendium[laaru-dnd5-hw.sostoyaniya.KRGR2e17HRGnz2KI]{истинным зрением.}

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396489072,"modifiedTime":1695396489072,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fYkDFWMsTXFUqLHJ","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"}},"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.

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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"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":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396489970,"modifiedTime":1695396489970,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"suYBAnLPiSZmD39b","name":"Полноценный образ / Major Image","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-major-image.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"major%20image_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.BXCFcxplFxIuqQ3s"}},"system":{"description":{"value":"
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Вы создаёте образ объекта, существа или иного видимого явления, размером не больше 20-футового куба. Образ появляется в точке, которую вы видите в пределах дистанции, и существует, пока длится заклинание. Он кажется абсолютно реальным, производит звуки, запах и подходящую температуру окружающего воздуха. Однако нельзя создать достаточный холод или жар, чтобы нанести урон, достаточно громкий звук, чтобы он наносил урон громом или оглушал, или запах, способный вызвать тошноту (вроде смрада троглодитов).
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Пока вы находитесь в пределах дистанции от иллюзии, вы можете использовать действие, чтобы переместить образ в любую другую точку в пределах дистанции. Когда образ перемещается, вы можете изменять его так, чтобы его движение казалось естественным. К примеру, если вы перемещаете образ существа, можете заставить его перебирать ногами, будто оно идёт. Аналогично вы можете заставить иллюзию издавать разные звуки в разное время и даже изображать, будто она разговаривает.
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Физическое взаимодействие с образом выдаёт, что это иллюзия, потому что предметы проходят сквозь нее.  Существо, которое использует действие, чтобы изучить образ, сможет понять, что это иллюзия, успешно пройдя проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. Если существо распознаёт иллюзию, оно может видеть сквозь образ, а прочие свойства образа становятся для него едва различимыми.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, оно длится, пока не рассеяно, и не требует концентрации.
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","chat":"","unidentified":""},"source":"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"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"клочок овечьей шерсти","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396491084,"modifiedTime":1695396491084,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"18Oae8wpDKDaSBqe","name":"Иллюзорная местность / Hallucinatory Terrain","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-hallucinatory-terrain.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hallucinatory%20terrain_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.jb11VpLEWA30d9BB"}},"system":{"description":{"value":"
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Вы заставляете естественную местность размером со 150-футовый куб в пределах дистанции выглядеть, звучать и пахнуть в точности как иной тип естественной местности. Просторные поля или дороги могут напоминать болота, холмы, овраги или иную пересечённую или непроходимую местность. Пруд может казаться цветущей лужайкой, обрыв — плавным склоном, а каменистое ущелье — широкой и чистой дорогой. Рукотворные строения, снаряжение и существа в пределах области не меняют свой облик.

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Местность не меняется и на ощупь, так что существа, вошедшие в область, могут разоблачить иллюзию. Если разница на ощупь неочевидна, то существо может тщательно изучить иллюзию и пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. Существо, которое распознало иллюзию, видит её как туманный образ, наложенный на местность.

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","chat":"","unidentified":""},"source":"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"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"камень, веточка и часть зеленого растения","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396492243,"modifiedTime":1695396492243,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QTVytXRhEvZHevBx","name":"Полиморф / Polymorph","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-polymorph.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"polymorph_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.88NBuVQ9H0kxqq1T"}},"system":{"description":{"value":"
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Заклинание превращает существо, которое вы видите в пределах дистанции, в новую форму. Несогласное существо должно пройти испытание Мудрости, чтобы избежать эффекта. На перевёртышей и существ с 0 ПЗ заклинание не действует.

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Превращение сохраняется, пока длится заклинание, или пока ПЗ цели не снизятся до 0 или пока она не умрёт. Новая форма может быть любым животным с классом опасности не выше класса опасности цели (или ее уровня, если у цели нет класса опасности). Параметры цели, в том числе значения ментальных характеристик, меняются на параметры выбранного животного. Цель сохраняет своё мировоззрение и личность.

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Цель получает ПЗ новой формы. Вернувшись в обычную форму, цель возвращается к тем ПЗ, которые у неё были до превращения. Если она превращается обратно из-за снижения ПЗ до 0, любой избыточный урон переносится на обычную форму; если этот урон не снижает ПЗ обычной формы до 0, существо не теряет сознания.

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Действия существа ограничены возможностями его новой формы: оно не может говорить, творить заклинания и совершать любые иные действия, требующие дара речи или рук.

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Снаряжение цели сливается с её новой формой. Цель не может его использовать, активировать или иным образом получать от него пользу.

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