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A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits.

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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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.

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The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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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

A creature reduced to 0 hit points by a swarm of centipedes is stable but @condition[poisoned] for 1 hour, even after regaining hit points, and @condition[paralyzed] while @condition[poisoned] in this way.

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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.

A creature reduced to 0 hit points by a swarm of centipedes is stable but @condition[poisoned] for 1 hour, even after regaining hit points, and @condition[paralyzed] while @condition[poisoned] in this way.

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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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Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

Master's Amulet.

Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is @condition[incapacitated] until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.

A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.

A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.

Magnificent Treasure.

Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.

Construct Nature.

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

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The guardian makes two fist attacks.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

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A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

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When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) bludgeoning damage.

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If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

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Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

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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A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] @creature[dretch||dretches] or one hezrou.

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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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Существо совершает две атаки кинжалом и использует Ошеломляющий взгляд.

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Существо выбирает целью одно существо, которое видит в пределах 30 футов. Цель должна совершить спасбросок Мудрости Сл 14, при провале она становится @Compendium[sc-common.sc-common.VhwcFUAMDGRNAso7]{Ошеломлённый/Stunned} до конца своего следующего хода.

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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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Существо снижает урон, полученный от атаки, до 0.

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

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Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.

Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.

Distant Prophet-Kings.

Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.

Detached Oracles.

Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.

Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.

Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.

Solitary Lives.

Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.

Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option.

Thunderous Stomp (Recharge [[/r 1d6]]{6}).

The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 ([[/r 6d10]]) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.

Source: SKT, page 246
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The giant makes two greatsword attacks.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 30 ([[/r 6d6 + 9]]) slashing damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"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":[["6d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"hvy":true,"two":true},"proficient":1},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatsword_storm%20giant_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"qodgqonCJXLFYY17","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990887,"modifiedTime":1695376990887,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+14]]{+14} to hit, range 60/240 ft., one target. Hit: 35 ([[/r 4d12 + 9]]) bludgeoning damage.

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The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 ([[/r 12d8]]) 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":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":[["12d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/lightning/bolts-forked-large-blue-yellow.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"lightning%20strike%20%7b%40recharge%205%7d_storm%20giant_mm_mm"}},"effects":[],"_id":"LKrKE6yU9U6HeUyU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990887,"modifiedTime":1695376990887,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ReinyKHbbWmYnrxG","name":"Amphibious","type":"feat","system":{"description":{"value":"

The giant can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_storm%20giant_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990887,"modifiedTime":1695376990887,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чешуйчатый доспех","type":"equipment","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":45,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"scalemail","speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":1},"img":"icons/equipment/chest/breastplate-scale-grey.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scale Mail"},"plutonium":{"page":"items.html","source":"PHB","hash":"scale%20mail_phb"}},"effects":[],"_id":"nUSlfYagl1UfeYqf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990887,"modifiedTime":1695376990887,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"NnRIQmUFlrD8Igwb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990918,"modifiedTime":1695376990918,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подводное дыхание","type":"spell","system":{"description":{"value":"

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":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":"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":"innate","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":"YtrTJsLmS64QxFpT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990955,"modifiedTime":1695376990955,"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":"OZQWFKztnwODdfQF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990987,"modifiedTime":1695376990987,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Падение пёрышком","type":"spell","system":{"description":{"value":"

Выберите до пяти падающих существ в пределах дистанции. До окончания действия заклинания их скорость падения уменьшается до 60 футов в раунд. Если такое существо приземлится до окончания заклинания, оно не получает урон от падения и может приземлиться на ноги, и тогда заклинание оканчивает действие на него.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"trs","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small feather or a piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/materials/feather-white-glowing-fire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Feather Fall"},"plutonium":{"page":"spells.html","source":"PHB","hash":"feather%20fall_phb","propDroppable":"spell"}},"effects":[],"_id":"BMhXJkdlYbXR5wAn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991012,"modifiedTime":1695376991012,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Левитация","type":"spell","system":{"description":{"value":"

Одно выбранное вами существо или никем не несомый и не носимый предмет, видимые в пределах дистанции, поднимается вертикально на расстояние до 20 футов, и остается висеть там на время действия заклинания. Заклинание может заставить левитировать цель, весящую до 500 фунтов. Несогласное существо, преуспевшее в спасброске Телосложения, не попадает под действие этого заклинания.

\n

Цель может перемещаться только отталкиваясь от твердых предметов и поверхностей (таких как стены и потолок), а также подтягиваясь за них, что позволяет перемещаться так, как если бы они лазали. В свой ход вы можете изменить высоту цели на 20 футов в любом направлении. Если целью являетесь вы сами, вы можете частью перемещения двигаться вверх или вниз. В противном случае, вы можете действием переместить цель, которая должна оставаться при этом в пределах досягаемости заклинания.

\n

Когда заклинание оканчивается, если цель все еще находится в воздухе, она плавно опускается на землю.

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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.

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Innate Spellcasting.

The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.OZQWFKztnwODdfQF], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.BMhXJkdlYbXR5wAn], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.ITgFAbTAWHjjJOBn], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.0LbqDu1QyF6tq1jc]

  • 3/day each: @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.NnRIQmUFlrD8Igwb], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.YtrTJsLmS64QxFpT]

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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 makes two melee attacks: one with its bite and one with its claws or spear.

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

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

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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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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

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The crab can breathe air and water.

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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:

  • 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.
  • 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].
  • 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].
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:

  • Small earthquakes are common within 6 miles of the dragon's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 8th. 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 8th. 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 plus 14 ([[/r 4d6]]) 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":15,"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"],["4d6","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-fire-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bite_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"AXu567LqBlKaavGo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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":20,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"5T5D1RZHEC2ZmvzM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

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%20red%20dragon_mm_mm"}},"effects":[],"_id":"LZFwkpALwVpiaqvY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 ([[/r 26d6]]) 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":90,"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":[["26d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"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_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"tbNMAhGncpVR8o68","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"0Xhu7QqRyLrP3Cws","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Knc34hbVYZxVJ2Ld","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"97Jn6oDe6taMvvPE","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"FBSfvFKyJqr8DHnW","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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
  • @UUID[Actor.L9EotIden184gCD6.Item.Knc34hbVYZxVJ2Ld]{Detect}
  • @UUID[Actor.L9EotIden184gCD6.Item.97Jn6oDe6taMvvPE]{Tail Attack}
  • @UUID[Actor.L9EotIden184gCD6.Item.FBSfvFKyJqr8DHnW]{Wing Attack}
\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":"67XNYdKJpbkJkw4g","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20magma%20erupts%20from%20a%20point%20on%20the%20ground%20the%20..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"d0hNYt20hRuSfkpI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20tremor%20shakes%20the%20lair%20in%20a%2060-foot%20..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"IN1DjJJIok98oXxO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"yZVpUnKgPiTCxIW3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20noxious%20smoke_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"Aj9fTMvKeJwJJ5ja","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20searing%20heat_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"Qlwk0alu8nmAKPWp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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:

  • 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.

","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%20red%20dragon_mm_mm"}},"effects":[],"_id":"DxHxl0XSfabqqh5M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376880500,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Врак/Vrock","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"vrock_mm"},"core":{}},"_id":"8IZP9OIL0A6ZfPWF","img":"foundryvtt-static/tokens/vrock.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":104,"max":104,"temp":0,"tempmax":0,"formula":"11d10 + 44"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.

Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.

Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse.

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 vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.

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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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d10 + 3]]) slashing damage.

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A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become @condition[poisoned]. While @condition[poisoned] in this way, a target takes 5 ([[/r 1d10]]) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

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The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be @condition[stunned] until the end of the vrock's next turn.

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

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The ape makes two fist attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 22 ([[/r 3d10 + 6]]) bludgeoning damage.

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Ranged Weapon Attack: [[/r 1d20+9]]{+9} to hit, range 50/100 ft., one target. Hit: 30 ([[/r 7d6 + 6]]) bludgeoning damage.

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Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.

A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.

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.

","public":""},"alignment":"lawful good","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Desert, Forest","cr":10,"spellLevel":11,"source":"MM"},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","poisoned"],"custom":""},"languages":{"value":["celestial","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":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":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":3,"override":null},"spell4":{"value":3,"override":null},"spell5":{"value":2,"override":null},"spell6":{"value":1,"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":"Нага-хранитель","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/guardian-naga.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":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one creature. Hit: 8 ([[/r 1d8 + 4]]) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

","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":[["1d8 + @mod","piercing"],["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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_guardian%20naga_mm_mm"}},"effects":[],"_id":"v80Wa7Y5iiQh3lP2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+8]]{+8} to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

","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":15,"long":30,"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":[["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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":"Spit Poison","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/slimes/slime-movement-dripping-pseudopods-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"spit%20poison_guardian%20naga_mm_mm"}},"effects":[],"_id":"A5InmkzJhBnnGUuk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ycOOk9a0YPtZpVyj","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

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_guardian%20naga_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Починка","type":"spell","system":{"description":{"value":"

Это заклинание чинит одно повреждение или разрыв на предмете, которого касаетесь, например, разорванное звено цепи, две половинки сломанного ключа, порванный плащ или протекающий бурдюк. Если повреждение или разрыв не больше 1 фута в длину, вы чините его, не оставляя следов.

\n

Это заклинание может физически починить магический предмет или конструкта, но не может восстановить магию в таких предметах.

","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":"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":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/trades/textiles-stitching-leather-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mending"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mending_phb","propDroppable":"spell"}},"effects":[],"_id":"KT6gjbErzPwATRsI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937222,"modifiedTime":1695376937222,"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":"dTe4TySXbsoXXk4l","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937243,"modifiedTime":1695376937243,"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":"jeusDsujpsBcgGJV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937259,"modifiedTime":1695376937259,"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":"N56SaWd9kZXjA3h5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937276,"modifiedTime":1695376937276,"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":"snCH0DAsHhghOeI6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937303,"modifiedTime":1695376937303,"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":"3AZwiHru7uDswG7v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937320,"modifiedTime":1695376937320,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Умиротворение","type":"spell","system":{"description":{"value":"

Вы пытаетесь подавить сильные эмоции у группы существ. Все гуманоиды в сфере с радиусом 20 футов с центром в точке, выбранной в пределах дистанции, должны совершить спасбросок Харизмы; существо может добровольно провалить этот спасбросок, если пожелает. Если существо проваливает спасбросок, выберите один из двух описанных ниже эффектов:

\n

Вы можете подавить все эффекты, делающие цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испуганной}. Когда это заклинание оканчивается, все подавленные эффекты восстанавливаются, при условии, что за это время их действие не окончилось.

\n

В качестве альтернативы, вы можете сделать цель безразличной к выбранным вами существам, к которым она относилась враждебно. Это безразличие оканчивается, если цель атакована или ей причинён вред заклинанием, или если она станет свидетелем того, как причиняют вред её друзьям. Когда заклинание оканчивается, существо становится вновь враждебным, если Мастер не решит по-другому.

","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":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":"cha","dc":null,"scaling":"wis"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/social/trading-justice-scale-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Calm Emotions"},"plutonium":{"page":"spells.html","source":"PHB","hash":"calm%20emotions_phb","propDroppable":"spell"}},"effects":[],"_id":"Og8WdV1eMTLTohZz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937340,"modifiedTime":1695376937340,"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":"WM5AUOmZo5tED2VX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937364,"modifiedTime":1695376937364,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Проклятие","type":"spell","system":{"description":{"value":"

Вы касаетесь существа, и оно должно преуспеть в спасброске Мудрости, иначе станет проклятым на период действия заклинания. Накладывая это заклинание, выберите характер проклятья из следующего списка:

\n\n

Заклинание @UUID[Compendium.dnd5e.spells.XZhdgVK3cLoxNCQl]{Снятие проклятия} оканчивает этот эффект. С разрешения Мастера, вы можете создать альтернативный эффект проклятья, но он не должен быть сильнее тех, что представлены выше. Финальное решение об эффекте проклятья остается за Мастером.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 4 уровня или выше, длительность будет «Концентрация, вплоть до 10 минут». Если вы использовали ячейку 5 уровня или выше, длительность будет «8 часов». Если вы использовали ячейку 7 уровня или выше, длительность будет «24 часа». Если вы использовали ячейку 9 уровня, заклинание действует, пока не рассеется. При использовании ячейки как минимум 5 уровня концентрация не требуется.

","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":"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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/projectile-skull-fire-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Bestow Curse"},"plutonium":{"page":"spells.html","source":"PHB","hash":"bestow%20curse_phb","propDroppable":"spell"}},"effects":[],"_id":"c4YMnDlZVbxe3Qfw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937395,"modifiedTime":1695376937395,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подсматривание","type":"spell","system":{"description":{"value":"

Вы создаёте невидимый сенсор в пределах дистанции в известном вам месте (месте, которое вы уже видели или посещали) или очевидном месте, незнакомом вам (например, за дверью, за углом, или в роще деревьев). Сенсор остаётся на месте, и его нельзя атаковать или как-то с ним взаимодействовать.

\n

Накладывая заклинание, вы выбираете зрение или слух. Вы можете использовать выбранное чувство через сенсор, как если бы вы находились на его месте. Вы можете действием переключаться между зрением и слухом. Существо, способное увидеть сенсор (например, находящееся под заклинанием Видение невидимого или с Истинным зрением) видит светящийся нематериальный шарик размером с Ваш кулак.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"space"},"range":{"value":1,"long":null,"units":"mi"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/orb-crystal-ball-scrying.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Clairvoyance"},"plutonium":{"page":"spells.html","source":"PHB","hash":"clairvoyance_phb","propDroppable":"spell"}},"effects":[],"_id":"Qfo2EUM2MsNvLCLS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937434,"modifiedTime":1695376937434,"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.

\n

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.

","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":"cha","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"4Niyc8UWRajif831","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937460,"modifiedTime":1695376937460,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Свобода перемещения","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, на перемещения цели не влияет @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимая местность}, а заклинания и прочие магические эффекты не могут ни уменьшить её скорость, ни сделать её @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиженной}.

\n

Цель может также потратить 5 футов перемещения, чтобы автоматически высвободиться из немагических оков, таких как кандалы или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.gYDAhd02ryUmtwZn]{захват} другого существа. Более того, нахождение под водой не накладывает штрафы на перемещение и атаки цели.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackles-movement-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Freedom of Movement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"freedom%20of%20movement_phb","propDroppable":"spell"}},"effects":[],"_id":"TV4LTs9WGbQGSmVp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937489,"modifiedTime":1695376937489,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"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":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/explosion-flame-lightning-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flame Strike"},"plutonium":{"page":"spells.html","source":"PHB","hash":"flame%20strike_phb","propDroppable":"spell"}},"effects":[],"_id":"dQjMw4gBllZOfTYt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937527,"modifiedTime":1695376937527,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обет","type":"spell","system":{"description":{"value":"

Вы отдаёте магическую команду существу, видимому в пределах дистанции, заставляя его оказать некую услугу или наоборот, не совершать чего-либо. Если существо может вас понять, оно должно совершить спасбросок Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} на время действия заклинания. Пока существо очаровано вами, оно получает урон психической энергией [[/r 5d10]] каждый раз, когда действует, противореча Вашим инструкциям, но не чаще одного раза за день. Существо, не способное вас понять, не попадает под действие этого заклинания.

\n

Вы можете отдать любую команду, кроме той, что однозначно будет самоубийственной. Если вы отдадите такую команду, заклинание оканчивается.

\n

Вы можете окончить заклинание преждевременно, потратив на это действие. Снятие проклятья, Высшее восстановление и Исполнение желаний тоже оканчивают его.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го или 8-го уровня, его длительность составит 1 год. Если использовать ячейку 9-го уровня, заклинание длится, пока его не прекратят одним из упомянутых выше заклинаний.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"30","units":"day"},"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":[["5d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":5,"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/hypnosis-mesmerism-eye.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Geas"},"plutonium":{"page":"spells.html","source":"PHB","hash":"geas_phb","propDroppable":"spell"}},"effects":[],"_id":"PDzD3AnWlP3wjCyL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937555,"modifiedTime":1695376937555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Истинное зрение","type":"spell","system":{"description":{"value":"

Заклинание даёт согласному существу, которого вы коснулись, способность видеть вещи такими, какими они являются на самом деле. Пока заклинание активно, это существо обладает истинным зрением, видит потайные двери, сокрытые магией, и его зрение простирается на Эфирный План, и всё это в пределах 120 футов.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Seeing"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"}},"effects":[],"_id":"dGBkn3esFLmIubkj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937618,"modifiedTime":1695376937618,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, [[/r 1d20+8]]{+8} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.KT6gjbErzPwATRsI], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.dTe4TySXbsoXXk4l], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.jeusDsujpsBcgGJV]

  • 1st level (4 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.N56SaWd9kZXjA3h5], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.snCH0DAsHhghOeI6], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.3AZwiHru7uDswG7v]

  • 2nd level (3 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.Og8WdV1eMTLTohZz], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.WM5AUOmZo5tED2VX]

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  • 6th level (1 slot): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.dGBkn3esFLmIubkj]

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Костяной слизень может приклеить к себе объекты Среднего размера или меньше. Существо размером не больше Среднего, коснувшееся костяного слизня, становится захваченным им (Сл высвобождения 10).

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Когда костяной слизень умирает, он издаёт леденящий душу вопль, слышимый на расстоянии до 120 футов. Вопль заставляет немагическую органическую материю в пределах 10 футов от слизня гнить. Каждое существо в пределах 10 футов от умирающего костяного слизня получает 9 (2к8) урона некротической энергией.

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Существо может лазать по сложным поверхностям, включая потолки, без совершения проверок характеристик.

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Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.

Primeval Relics.

In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.

Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.

Tireless Guardians.

Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.

Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.

Waiting Servants.

Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage. The target is @condition[grappled] (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures @condition[grappled].

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One creature @condition[grappled] by the chuul must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 1 minute. Until this poison ends, the target is @condition[paralyzed]. 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 chuul can breathe air and water.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the @spell[detect magic] spell but isn't itself magical.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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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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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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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The tiger has advantage on Wisdom (@skill[Perception]) checks that rely on smell.

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If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the tiger can make one bite attack against it as a bonus action.

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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

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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+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage plus 10 ([[/r 3d6]]) necrotic damage. If the target is a creature, it must succeed on a DC 12 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.

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The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 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 (but not mummy lords) for the next 24 hours.

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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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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.
  • 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 it 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.
Additional Lair Actions.

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

  • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

  • Blast of Wind. A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

  • Obscuring Sand. Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

Regional Effects[–]

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

  • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (@skill[Investigation]) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 4th. 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 three spells, once per day each, requiring no material components. Each spell's level can be no higher than 4th. 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 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.

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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 16 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 uses one of the following breath weapons: @UUID[Actor.liUFzVJ4aT02v5un.Item.NQC6segaWn8YpKDZ]{Fire Breath} or @UUID[Actor.liUFzVJ4aT02v5un.Item.omyLZuBtAPreAVzy]{Sleep 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_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"NQC6segaWn8YpKDZ","name":"Breath Weapons: Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 ([[/r 13d6]]) 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":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3Z5oMkQ2iXOTHFK4","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["13d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"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%20fire%20breath_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"omyLZuBtAPreAVzy","name":"Breath Weapons: Sleep Breath","type":"feat","system":{"description":{"value":"

The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall @condition[unconscious] for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3Z5oMkQ2iXOTHFK4","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20sleep%20breath_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"z0RKoHQcu7b1ConZ","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2b1hEbYvO57l56L2","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_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BnEXX2WzYGYanS6h","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"aMdNMwY2zOihecLs","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"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
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.2b1hEbYvO57l56L2]{Detect}
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.BnEXX2WzYGYanS6h]{Tail Attack}
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.aMdNMwY2zOihecLs]{Wing Attack}
\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":"hREADPupG0qzXYay","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A strong wind blows around the dragon. Each ...","type":"feat","system":{"description":{"value":"

A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"int"},"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%20strong%20wind%20blows%20around%20the%20dragon.%20each%20..._adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"bkih4O5KO7YHvlqk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"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 it 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":"int"},"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..._adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"HH0Mzlm9wToHmVmn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Animate Statues","type":"feat","system":{"description":{"value":"

The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

","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":[["3d6","bludgeoning"]],"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%20animate%20statues_adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"fD4CYjmjFjBtNZeV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Blast of Wind","type":"feat","system":{"description":{"value":"

A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

","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":"str","dc":15,"scaling":"int"},"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%20blast%20of%20wind_adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"G1JHP7EDmz4CzsBM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Obscuring Sand","type":"feat","system":{"description":{"value":"

Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured 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%20obscuring%20sand_adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"q4eDQMJhgThNqcIJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

","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":"int","dc":20,"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_adult%20brass%20dragon_mm_mm"}},"effects":[],"_id":"RuGAonDTFnbpyE1R","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376872130,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Тираннозавр рекс/Tyrannosaurus Rex","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"tyrannosaurus%20rex_mm"},"core":{}},"_id":"mucURmdgADJSey3K","img":"foundryvtt-static/tokens/tyrannosaurus-rex.webp","system":{"abilities":{"str":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":136,"max":136,"temp":0,"tempmax":0,"formula":"13d12 + 52"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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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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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 20 ([[/r 3d8 + 7]]) bludgeoning damage.

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The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d10 + 4]]) piercing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.b0AJ9VItWvu5NypA.Item.Lb0IarPFk8DufajK]{Fire Breath} or @UUID[Actor.b0AJ9VItWvu5NypA.Item.xiCcbbdmnMDe9wtW]{Weakening Breath}

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 ([[/r 4d10]]) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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 can breathe air and water.

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Вервольф — это дикий хищник. В гуманоидном облике у такого оборотня обостренные чувства, вспыльчивый характер, а также страсть к сырому мясу. Если в зверином облике оборотень выступает в роли хищника, то в гибридном он выглядит очень пугающе — развитое мускулистое тело, покрытое шерстью, увенчано головой волка. Вервольф может использовать оружие в гибридном облике, однако предпочитает разрывать противников на части при помощи когтей и клыков.

Большинство вервольфов начинает сторониться цивилизованных земель практически сразу же после превращения. Те, кто борются с проклятьем, опасаются за своих родных и близких, так как не уверены в своем контроле. Те, кто приняли проклятье, боятся своих действий и жажды убийств. В дикой среде вервольфы образуют стаи, в которых можно встретить обычных и лютых волков.

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Вервольф совершает две атаки: две копьём (в облике гуманоида) или одну укусом и одну когтями (в гибридном облике).

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

Попадание: Колющий урон 6 (1к8 + 2).

Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 12, иначе станет проклятой ликантропией вервольфа.

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

Попадание: Рубящий урон 7 (2к4 + 2).

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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 проверки Мудрости (Восприятие), полагающиеся на слух и обоняние.

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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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The fungus makes [[/r 1d4]] Rotting Touch attacks.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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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.

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The djinni makes three scimitar attacks.

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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).

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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.

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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:

  • At will: @UUID[Actor.qJriVcqg7MLycHlo.Item.5DP8YcFoEpdp7wXy], @UUID[Actor.qJriVcqg7MLycHlo.Item.1XRzY5FjD4JI3oVm], @UUID[Actor.qJriVcqg7MLycHlo.Item.zzPFr4y7yd1e9XW8]

  • 3/day each: @UUID[Actor.qJriVcqg7MLycHlo.Item.kcXxehcbkfDDYy6e] (can create wine instead of water), @UUID[Actor.qJriVcqg7MLycHlo.Item.YZxggWi0MA7fZX62], @UUID[Actor.qJriVcqg7MLycHlo.Item.fwSwQhPco4oSVdsY]

  • 1/day each: @UUID[Actor.qJriVcqg7MLycHlo.Item.fuYuvnOI1iPIpFhd] (@creature[air elemental] only), @UUID[Actor.qJriVcqg7MLycHlo.Item.WkL6aT4FyofGkgtn], @UUID[Actor.qJriVcqg7MLycHlo.Item.UOJLhjzDKZl0iCpu], @UUID[Actor.qJriVcqg7MLycHlo.Item.QRmxtPn4iAaGeXwY], @UUID[Actor.qJriVcqg7MLycHlo.Item.qQRWzIWVezi3vi2G], @UUID[Actor.qJriVcqg7MLycHlo.Item.5npAE0xe39NwzuIJ]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_djinni_mm_mm"}},"effects":[],"_id":"EDJeiX6K6Usc0DzO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906419,"modifiedTime":1695376906419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376905740,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":27000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Топороклюв/Axe Beak","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"axe%20beak_mm"},"core":{}},"_id":"gOeorLnkXuVdyxBR","img":"foundryvtt-static/tokens/axe-beak.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":19,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Grassland, Hill","cr":0.25,"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":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":"Топороклюв","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/axe-beak.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":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+4]]{+4} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d8 + 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":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @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":"Beak","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/beak-hooked-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"beak_axe%20beak_mm_mm"}},"effects":[],"_id":"UpFt0hPVG1Napfx4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376887378,"modifiedTime":1695376887378,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376887065,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":21100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Стая крыс/Swarm of Rats","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20rats_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":"wLTVCJHiMuRlRPNs","img":"foundryvtt-static/tokens/swarm-of-rats.webp","system":{"abilities":{"str":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":24,"max":24,"temp":null,"tempmax":null,"formula":"7d8 - 7"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":30,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Forest Protectors.

Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.

Heart Seers.

Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie.

Poison Brewers.

In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

Good-Hearted.

Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.

Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble.

[–]

The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars. An' when I stood up an' looked around, both the tree an' the wee village were gone.

— Tale of a half-orc ranger

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The sprite magically turns @condition[invisible] until it attacks or casts a spell, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the sprite wears or carries is @condition[invisible] with it.

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A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

Variant: Psychic Gray Ooze

[–]

A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability.

A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action.

Psychic Crush (Recharge [[/r 1d6]]{5–6}).

The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 ([[/r 3d6]]) psychic damage on a failed save, or half as much damage on a successful one.

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Any nonmagical weapon made of metal that hits the ooze 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. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.

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 glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a Medium or smaller creature, it is @condition[grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

","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","bludgeoning"]],"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":"Pincer","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/claws/claw-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"pincer_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"yjEsknGvhjXhLhjj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) bludgeoning 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":"3","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"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":"Fist","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/flame-burning-fist-strike.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fist_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"lodnJ8WWk5LT5Qxz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Summon Demon","type":"feat","system":{"description":{"value":"

The demon chooses what to summon and attempts a magical summoning.

A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] @creature[vrock||vrocks], [[/r 1d2]] @creature[hezrou||hezrous], or one glabrezu.

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.

","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":1,"max":"1","per":"day","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/fire/explosion-embers-evade-silhouette.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"summon%20demon%20(1%2fday)_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"nwW4pb1YJU6iFbgU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"h7fbzsJbxNAABLzW","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The glabrezu 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_glabrezu%20(summoner)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Смятение","type":"spell","system":{"description":{"value":"

Это заклинание атакует и скручивает сознание существ, порождая галлюцинации и провоцируя на необдуманные действия. Все существа в сфере с радиусом 10 футов с центром на точке, выбранной в пределах дистанции, должны преуспеть в спасброске Мудрости, иначе попадут под действие эффекта.

\n

 Попавшая под эффект цель не может совершать реакции и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить своё поведение в этом ходу.

\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
Поведение
[[/r d10]]Поведение 
1Существо использует всё своё перемещение на движение в случайном направлении. Для определения направления бросьте [[/r d8]], назначив каждой грани своё направление. Действие в этом ходу существо не совершает.
2-6Существо в этом ходу не перемещается и не совершает действий.
7-8Существо действием совершает рукопашную атаку по случайным образом выбранному существу в пределах досягаемости. Если в пределах досягаемости нет других существ, существо в этот ход ничего не делает.
9-10Существо может действовать и перемещаться как обычно.
\n

В конце каждого своего хода цель может совершать спасбросок Мудрости. При успехе на этой цели эффект заканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, радиус сферы увеличивается на 5 футов 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":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"}},"effects":[],"_id":"AVTkrmbhdqwi4j7W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931860,"modifiedTime":1695376931860,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"LEDuLNq3C6co3tqQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931907,"modifiedTime":1695376931907,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"mR206zMtMG93JDbe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931933,"modifiedTime":1695376931933,"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":"innate","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":"mmiIHFbbVtUC54hJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931969,"modifiedTime":1695376931969,"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":"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":"OsOGA4Opgi9kMSoA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931993,"modifiedTime":1695376931993,"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":"innate","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":"bZBgXS938A8xFHLL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376932036,"modifiedTime":1695376932036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.qSX6KuiWmDik9X4m.Item.mmiIHFbbVtUC54hJ], @UUID[Actor.qSX6KuiWmDik9X4m.Item.OsOGA4Opgi9kMSoA], @UUID[Actor.qSX6KuiWmDik9X4m.Item.bZBgXS938A8xFHLL]

  • 1/day each: @UUID[Actor.qSX6KuiWmDik9X4m.Item.AVTkrmbhdqwi4j7W], @UUID[Actor.qSX6KuiWmDik9X4m.Item.LEDuLNq3C6co3tqQ], @UUID[Actor.qSX6KuiWmDik9X4m.Item.mR206zMtMG93JDbe]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"IEjNexN7MK4ypfjW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376932069,"modifiedTime":1695376932069,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376931751,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Блуждающий огонёк/Will-o'-Wisp","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"will-o'-wisp_mm"},"core":{}},"_id":"C1nnBTUoOMRHCIQC","img":"foundryvtt-static/tokens/will-o'-wisp.webp","system":{"abilities":{"str":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":28,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"9d4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":0,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.

Hope and Doom.

Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.

Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.

Consumed by Despair.

Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.

Agents of Evil.

Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.

Undead Nature.

A will-o'-wisp doesn't require air, drink, or sleep.

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Рукопашная атака заклинанием: +4 к попаданию, досягаемость 5 футов, одно существо.

Попадание: 9 (2к8) урона электричеством.

","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":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","lightning"]],"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":"Шок/Shock","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/lightning/bolt-forked-teal-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"shock_will-o'-wisp_mm_mm"}},"effects":[],"_id":"vw8k6YdzAPp6gq16","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306095602,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Невидимость/Invisibility","type":"feat","system":{"description":{"value":"

Существо магическим образом становится невидимым, пока оно не совершит атаку, не прочтёт заклинание, или пока не прервёт концентрацию (как при концентрации на заклинании).

","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":"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/materials/glass-orb.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"invisibility_will-o'-wisp_mm_mm"}},"effects":[],"_id":"NXF9sRGv2v1wbmTV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306199442,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"P6KNvMSnEszl4SkA","name":"Истребление жизни/Consume Life","type":"feat","system":{"description":{"value":"

Блуждающий огонёк может бонусным действием нацелиться на одно существо, которое видит в пределах 5 футов, у которого при этом 0 хитов, и которое все ещё живо. Цель должна преуспеть в спасброске Телосложения Сл 10 от этой магии, иначе умрет. Если цель умирает, блуждающий огонек восстанавливает 10 (3к6) хитов.

","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":"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/earth/orb-stone-smoke-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"consume%20life_will-o'-wisp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306255053,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"NUBUMh9n0t6IecI6","name":"Эфемерность/Ephemeral","type":"feat","system":{"description":{"value":"

Существо не может ничего носить и нести.

","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/air/fog-gas-smoke-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"ephemeral_will-o'-wisp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306324269,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"IVSFYpIQlAuh82qa","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":"","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":[["1d10","force"]],"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/control/debuff-energy-snare-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"incorporeal%20movement_will-o'-wisp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306381141,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Ih6MIJnnbo4t08mZ","name":"Переменное свечение/Variable Illumination","type":"feat","system":{"description":{"value":"

Блуждающий огонёк испускает яркий свет в радиусе от 5 до 20 футов и тусклый свет в пределах ещё такого же количества футов. Блуждающий огонёк может изменять радиус бонусным действием.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":20,"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":"","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/explosion-star-small-blue-yellow.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"variable%20illumination_will-o'-wisp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698306295645,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009294,"modifiedTime":1698351736023,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":7200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Древний серебряный дракон/Ancient Silver Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20silver%20dragon_mm"},"core":{}},"_id":"8GGu89duKlIW6LVG","img":"foundryvtt-static/tokens/ancient-silver-dragon.webp","system":{"abilities":{"str":{"value":30,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":29,"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":23,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":22,"calc":"natural","formula":""},"hp":{"value":487,"max":487,"temp":0,"tempmax":0,"formula":"25d20 + 225"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"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":"

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:

  • 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.
  • 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.
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.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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":[],"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%20paralyzing%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"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.G6jMF0U9rrZ8YHBp]{Detect}
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.8slx3fkzLUCBTif8]{Tail Attack}
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.IpTEWd752Dzs3LZd]{Wing Attack}
\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.

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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":"Стая квипперов/Swarm of Quippers","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20quippers_mm"},"core":{}},"_id":"kaooYIytpwuqgHnU","img":"foundryvtt-static/tokens/swarm-of-quippers.webp","system":{"abilities":{"str":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":28,"max":28,"temp":0,"tempmax":0,"formula":"8d8 - 8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":0,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"swarm","swarm":"tiny","custom":""},"environment":"Underwater","cr":1,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"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":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":"Стая квипперов","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/swarm-of-quippers.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 0 ft., one creature in the swarm's space. Hit: 14 ([[/r 4d6]]) 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":0,"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":[["4d6","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":"Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_swarm%20of%20quippers_mm_mm"}},"effects":[],"_id":"lxVvI4c35KQYG91Q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 ([[/r 2d6]]) piercing damage if the swarm has half of its hit points or fewer.

","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":0,"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":[["2d6","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":"Bites (Half Hit Points)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites%20(half%20hit%20points)_swarm%20of%20quippers_mm_mm"}},"effects":[],"_id":"MkGlV0xLWZGDa2la","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wwLkba6Cq0yvrXYt","name":"Blood Frenzy","type":"feat","system":{"description":{"value":"

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

","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/unholy/strike-beam-blood-large-red-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"blood%20frenzy_swarm%20of%20quippers_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XSMit46mRzIvIDur","name":"Swarm","type":"feat","system":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

","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-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"swarm_swarm%20of%20quippers_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QyDPkOSl4C1jc024","name":"Water Breathing","type":"feat","system":{"description":{"value":"

The swarm can breathe only underwater.

","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-swirl-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"water%20breathing_swarm%20of%20quippers_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376992923,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":23700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Псевдодракон/Pseudodragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"pseudodragon_mm"},"core":{}},"_id":"O1QsnxMGn47VZg4G","img":"foundryvtt-static/tokens/pseudodragon.webp","system":{"abilities":{"str":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"custom","formula":"@attributes.ac.armor + @attributes.ac.dex +1"},"hp":{"value":7,"max":7,"temp":0,"tempmax":0,"formula":"2d4 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":15,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.

Quiet and Defensive.

Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.

Draconic Familiars.

Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly.

A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.

Language of Emotion.

Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.

A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.

Variant: Pseudodragon Familiar

[–]

Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.

Familiar.

The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

Variant: Pseudodragon Familiar

[–]

Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.

Familiar.

The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

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

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

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The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

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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.

Magma Mephit[–]

Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.

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+3]]{+3} to hit, reach 5 ft., one creature. Hit: 3 ([[/r 1d4 + 1]]) slashing damage plus 2 ([[/r 1d4]]) fire damage.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 ([[/r 2d6]]) fire damage on a failed save, or half as much damage on a successful one.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 ([[/r 2d6]]) fire damage on a failed save, or half as much damage on a successful one.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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Выберите рукотворный металлический предмет, такой как металлическое оружие или комплект тяжёлого или среднего доспеха, видимый в пределах дистанции. Вы делаете его раскалённым докрасна. Все существа, находящиеся в физическом контакте с этим предметом, получают урон огнём [[/r 2d8]], когда вы накладываете это заклинание. Пока заклинание активно, вы можете бонусным действием в каждом последующем ходу вновь причинять этот урон.

\n

Если существо держит или носит предмет, и получает от него урон, оно должно преуспеть в спасброске Телосложения, иначе оно роняет этот предмет, если может. Если оно не может уронить предмет, то до начала Вашего следующего хода совершает с помехой броски атаки и проверки характеристик.

\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 2-го.

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Innate Spellcasting (1/Day).

The mephit can innately cast @UUID[Actor.hWJ8d0k76PwxG0ym.Item.tC1zgMYhZxzbBFUp] (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

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Упыри бродят по ночам группами, движимые жаждой человеческой плоти.

Пожиратели плоти. Как черви или жуки-падальщики, упыри изобилуют там, где пировала смерть и властвует разложение. Упыри часто наведываются в места, где могут разжиться мертвечиной или вырванными из тела внутренностями. Если упырь не может найти мертвечину, он преследует живых. Упырь не может насытиться пожранным трупом, но, движимый неутолимым голодом, находится в постоянном поиске пищи. Плоть упыря не гниёт и не разлагается, и эта тварь, находясь без пищи в склепе или усыпальнице, может ожидать неисчислимые века.

Порождения Бездны. Упыри ведут своё происхождение из Бездны. Доресэйн, первый из их породы, был некогда эльфом, поклонявшимся Оркусу. Обратившись против собственного народа, он устраивал пиры из плоти человекоподобных рас во славу Демонического Повелителя Нежити. В награду за служение Оркус превратил Доресэйна в первого упыря. Доресэйн ревностно служил Оркусу в Бездне, превращая в упырей других слуг демонического повелителя, вплоть до вторжения Йеногу, демонического повелителя гноллов, лишившего Доресэйна его владений. Когда Оркус не заступился за него, Доресэйн обратился к эльфийским богам, моля о спасении, и те из жалости спасли его от неминуемой гибели. С тех пор эльфы неподвластны парализующим прикосновениям упырей.

Вурдалаки. Оркус иногда вливает в упыря больше энергии Бездны, превращая его в вурдалака. Упыри немногим умнее диких зверей, а вурдалак хитёр и может заставить группу упырей выполнять его команды.

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Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо.

Попадание: Колющий урон 9 (2к6 + 2).

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

Попадание: Рубящий урон 7 (2к4 + 2). Если цель — существо, не являющееся эльфом или нежитью, она должна преуспеть в спасброске Телосложения Сл 10, иначе станет парализованной на 1 минуту. Цель может повторять этот спасбросок в конце каждого своего хода, оканчивая эффект на себе при успехе.

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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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Melee Spell Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

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

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In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.

Night Haunters.

By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.

Magical Ogres.

Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items.

[–]

Lock the door, blow out the light;

The hungry oni haunts the night.

Hide and tremble, little one;

The oni wants to have some fun.

Hear it scratching on the door;

See its shadow cross the floor.

The sun won't rise for quite a while;

Till then, beware the oni's smile.

— Children's rhyme

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The oni makes two attacks, either with its claws or its glaive.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) slashing damage, or 9 ([[/r 1d10 + 4]]) slashing damage in Small or Medium form.

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The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

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The oni's weapon attacks are magical.

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The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

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Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. В комплект входят рукавицы.

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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":1,"max":"1","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":"wis","dc":null,"scaling":"cha"},"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":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":"CJuV9nAA3UfziCup","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965675,"modifiedTime":1695376965675,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Конус холода","type":"spell","system":{"description":{"value":"

Из Ваших рук вырывается волна холодного воздуха. Все существа в 60-футовом конусе должны совершить спасбросок Телосложения. Существа получают урон холодом [[/r 8d8]] при провале, или половину этого урона при успехе. Существа, убитые этим заклинанием, становятся замороженными статуями, пока не растают.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 5-го.

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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}.

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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":"N29PMV03LHFhUonE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965740,"modifiedTime":1695376965740,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Усыпление","type":"spell","system":{"description":{"value":"

Это заклинание посылает существ в магический сон.

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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}).

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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.

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

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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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"innate","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":"dJ5WOlQVnHGVrmne","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965772,"modifiedTime":1695376965772,"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.

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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.

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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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"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":"hm6MDGyzzU6RUqUJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965800,"modifiedTime":1695376965800,"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.

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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":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":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":"QY6u3UlIOmtyTvSA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965827,"modifiedTime":1695376965827,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.bEXerKb6glLrgl9d.Item.hm6MDGyzzU6RUqUJ], @UUID[Actor.bEXerKb6glLrgl9d.Item.QY6u3UlIOmtyTvSA]

  • 1/day each: @UUID[Actor.bEXerKb6glLrgl9d.Item.CJuV9nAA3UfziCup], @UUID[Actor.bEXerKb6glLrgl9d.Item.9IeJ9Re6Gd7me8V1], @UUID[Actor.bEXerKb6glLrgl9d.Item.N29PMV03LHFhUonE], @UUID[Actor.bEXerKb6glLrgl9d.Item.dJ5WOlQVnHGVrmne]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_oni_mm_mm"}},"effects":[],"_id":"MwqzxbQMcNx8JPKS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965867,"modifiedTime":1695376965867,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376965179,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Молодой чёрный дракон/Young Black Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20black%20dragon_mm"},"core":{}},"_id":"T1OgyPHAosYi4qFN","img":"foundryvtt-static/tokens/young-black-dragon.webp","system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"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":18,"calc":"natural","formula":""},"hp":{"value":127,"max":127,"temp":0,"tempmax":0,"formula":"15d10 + 45"},"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":30,"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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 совершает три атаки: одну укусом, и две когтями.

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Рукопашная атака оружием: +7 к попаданию, досягаемость 10 футов, одна цель.

Попадание: Колющий урон 15 (2к10 + 4) плюс урон кислотой 4 (1к8).

","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"],["1d8","acid"]],"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":"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_young%20black%20dragon_mm_mm"}},"effects":[],"_id":"RvsFqife2H6hOJkL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377012807,"modifiedTime":1698327221195,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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

Попадание: Рубящий урон 9 (2к4 + 4).

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Сумеречница выдыхает кислоту 30-футовой линией шириной 5 футов. Все существа в этой линии должны совершить спасбросок Ловкости Сл 14, получая урон кислотой 22 (5к8) при провале, или половину этого урона при успехе.

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The dragon can breathe air and water.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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 uses one of the following breath weapons: @UUID[Actor.KuIRPhVlZmixBc4G.Item.ZSm03YEr4A54xF0E]{Fire Breath} or @UUID[Actor.KuIRPhVlZmixBc4G.Item.HzDS6dvMDquudNCa]{Sleep Breath}

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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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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit ([[/r 1d20+4]]{+4} to hit with shillelagh), reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) bludgeoning damage, 4 ([[/r 1d8]]) bludgeoning damage if wielded with two hands, or 6 ([[/r 1d8 + 2]]) bludgeoning damage with @spell[shillelagh].

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Пошептавшись с духами природы, вы создаёте один из следующих эффектов в пределах дистанции:

\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":"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":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/nature/lotus-glow-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Druidcraft"},"plutonium":{"page":"spells.html","source":"PHB","hash":"druidcraft_phb","propDroppable":"spell"}},"effects":[],"_id":"lNcswTTsozcsri4C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911345,"modifiedTime":1695376911345,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сотворение пламени","type":"spell","system":{"description":{"value":"

В Вашей ладони появляется мерцающее пламя. Оно остаётся там, пока заклинание активно, и не вредит ни вам, ни Вашему снаряжению. Огонь испускает яркий свет в радиусе 10 футов и тусклый свет в пределах ещё 10 футов. Заклинание оканчивается, если вы оканчиваете его действием или накладываете ещё раз.

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Вы можете атаковать этим пламенем, но это тоже оканчивает заклинание. Когда вы накладываете это заклинание, или другим действием в одном из последующих ходов вы можете метнуть пламя в существо, находящееся в пределах 30 футов от вас. Совершите дальнобойную атаку заклинанием. При попадании цель получает урон огнём [[/r 1d8]].

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го ([[/r 2d8]]), 11-го ([[/r 3d8]]) и 17-го уровня ([[/r 4d8]]).

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Дерево дубинки или боевого посоха, который вы держите, наполняется силой природы. Пока заклинание активно, вы можете использовать свою базовую характеристику вместо Силы для бросков рукопашной атаки и урона при использовании этого оружия, и кость урона становится равной [[/r d8]]. Если оружие не было магическим, оно становится им. Заклинание оканчивается, если вы наложите его ещё раз или выпустите оружие из рук.

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Из точки в пределах дистанции на площади квадрата с длиной стороны в 20 футов вырастают цепкие травы и плети. Пока заклинание активно, эти растения превращают землю в труднопроходимую местность.

\n

Существа, находящиеся в этой области, когда вы накладываете заклинание, должны преуспеть в спасброске Силы, иначе они @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживаются } растениями до окончания действия заклинания. Обездвиженное растениями существо может действием совершать проверки Силы против СЛ Ваших заклинаний. При успехе оно освобождается.

\n

Когда заклинание оканчивается, вызванные растения увядают.

","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":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":"str","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/tentacles/tentacle-earth-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Entangle"},"plutonium":{"page":"spells.html","source":"PHB","hash":"entangle_phb","propDroppable":"spell"}},"effects":[],"_id":"x0iKb1Lb1fs0y6DQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911418,"modifiedTime":1695376911418,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Скороход","type":"spell","system":{"description":{"value":"

Вы касаетесь существа. Пока заклинание активно, скорость существа увеличивается на 10 футов.

\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.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/feet/boots-leather-laced-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longstrider"},"plutonium":{"page":"spells.html","source":"PHB","hash":"longstrider_phb","propDroppable":"spell"}},"effects":[],"_id":"LUkfYTInoSqogoz9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911440,"modifiedTime":1695376911440,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Разговор с животными","type":"spell","system":{"description":{"value":"

Вы получаете на время действия заклинания возможность понимать зверей и общаться с ними устно. Знание и сознание многих зверей ограничено их интеллектом, но они как минимум могут дать информацию о ближайших местах и чудовищах, включая тех, кого они видели за последний день. На усмотрение Мастера, вы можете попытаться убедить зверя оказать вам небольшую помощь.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/mammals/deer-antlers-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Speak with Animals"},"plutonium":{"page":"spells.html","source":"PHB","hash":"speak%20with%20animals_phb","propDroppable":"spell"}},"effects":[],"_id":"hnumEG4wBWjF7TYy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911464,"modifiedTime":1695376911464,"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":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","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/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":"WFWkBXj2PZNquGwL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911499,"modifiedTime":1695376911499,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Почтовое животное","type":"spell","system":{"description":{"value":"

При помощи этого заклинания вы передаёте через животное сообщение. Выберите Крохотного зверя, которого видите в пределах дистанции, такого как белку, сойку или летучую мышь. Вы указываете место, которое когда-то уже посещали, и получателя, описывая его признаки, такие как «мужчина или женщина в униформе городской стражи» или «рыжий дварф в остроконечной шляпе». Вы также произносите сообщение длиной не более 25 слов. Зверь в течение длительности заклинания двигается в указанное место, покрывая примерно 50 миль за 24 часа при полёте или 25 миль при других видах перемещения.

\n

Прибыв на место, зверь передаёт ваше сообщение описанному вами существу, изображая звук вашего голоса. Зверь передаст послание только существу, подходящему данному вами описанию. Если зверь не достигнет места до окончания действия заклинания, сообщение будет утеряно, а зверь начнёт возвращаться к тому месту, где вы наложили на него заклинание.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 3 уровня или выше, его длительность увеличивается на 48 часов за каждый уровень ячейки выше второго.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"a morsel of food","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/birds/dove-pigeon-flying-white.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Animal Messenger"},"plutonium":{"page":"spells.html","source":"PHB","hash":"animal%20messenger_phb","propDroppable":"spell"}},"effects":[],"_id":"XRcR3VxQbKACYJE3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911531,"modifiedTime":1695376911531,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Дубовая кора","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, кожа цели становится грубой и похожей внешне на кору дуба, а КД не может быть ниже 16, вне зависимости от надетых доспехов.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/barrier-shield-wood-vines.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Barkskin"},"plutonium":{"page":"spells.html","source":"PHB","hash":"barkskin_phb","propDroppable":"spell"}},"effects":[{"_id":"uM6rgctYpcbCVSkn","flags":{"plutonium":{"dedupeId":"barkskin"}},"changes":[{"key":"system.attributes.ac.formula","value":"16","mode":5,"priority":null},{"key":"system.attributes.ac.calc","value":"custom","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/nature/barrier-shield-wood-vines.webp","origin":"Item.VQMKMnQDw5rzL0zp","tint":null,"transfer":false,"name":"Barkskin","description":"","statuses":[]}],"_id":"HrOZYKVDs0csIvDC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911560,"modifiedTime":1695376911560,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, [[/r 1d20+4]]{+4} to hit with spell attacks). It has the following druid spells prepared:

  • Cantrips (at will): @UUID[Actor.TKRyHPlVYI20Bd65.Item.lNcswTTsozcsri4C], @UUID[Actor.TKRyHPlVYI20Bd65.Item.AzPJFSJCT1WYryzK], @UUID[Actor.TKRyHPlVYI20Bd65.Item.zqe5KBVedFlcaGSx]

  • 1st level (4 slots): @UUID[Actor.TKRyHPlVYI20Bd65.Item.x0iKb1Lb1fs0y6DQ], @UUID[Actor.TKRyHPlVYI20Bd65.Item.LUkfYTInoSqogoz9], @UUID[Actor.TKRyHPlVYI20Bd65.Item.hnumEG4wBWjF7TYy], @UUID[Actor.TKRyHPlVYI20Bd65.Item.WFWkBXj2PZNquGwL]

  • 2nd level (3 slots): @UUID[Actor.TKRyHPlVYI20Bd65.Item.XRcR3VxQbKACYJE3], @UUID[Actor.TKRyHPlVYI20Bd65.Item.HrOZYKVDs0csIvDC]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_druid_mm_mm"}},"effects":[],"_id":"GdF6LrFJvCoi4t2V","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911581,"modifiedTime":1695376911581,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911102,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Жрица сахуагинов/Sahuagin Priestess","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"sahuagin%20priestess_mm"},"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":"zE44SdHz4y8W008U","img":"https://5etools-mirror-1.github.io/img/bestiary/MM/Sahuagin.webp","system":{"abilities":{"str":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":33,"max":33,"temp":null,"tempmax":null,"formula":"6d8 + 6"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":40,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis"},"details":{"biography":{"value":"

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

","public":""},"alignment":"lawful evil","race":null,"type":{"value":"humanoid","subtype":"sahuagin","swarm":"","custom":""},"environment":"Coastal, Underwater","cr":2,"spellLevel":6,"source":{"custom":"MM"}},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Sahuagin"}},"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":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":3,"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":"Sahuagin Priestess","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/MM/Sahuagin Priestess.png","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":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Сахуагин совершает две атаки: одну укусом, и одну когтем.

","chat":"","unidentified":""},"source":{"custom":"MM"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":null,"long":null,"units":""},"uses":{"value":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":"MM","hash":"multiattack_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.2XJYLlYVpRC6ohiv"}},"effects":[],"_id":"2XJYLlYVpRC6ohiv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584876596,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: Колющий урон 3 (1к4 + 1).

","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"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":"Укус/Bite","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bite_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"cUm5QpACjrkF7ckn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584897820,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одна цель. Попадание: Рубящий урон 3 (1к4 + 1).

","chat":"","unidentified":""},"source":{"custom":"MM"},"quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"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":"Когти/Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"8q6ddJ8FekH4PxZf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584921234,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"m8vrFF3S5kfzEQ4R","name":"Кровавое бешенство/Blood Frenzy","type":"feat","system":{"description":{"value":"

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

","chat":"","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,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/unholy/strike-beam-blood-large-red-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"blood%20frenzy_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.m8vrFF3S5kfzEQ4R"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584696135,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2anPhOYeA6jfLlMe","name":"Ограниченная амфибийность/Limited Amphibiousness","type":"feat","system":{"description":{"value":"

Существо может дышать и воздухом и под водой, но чтобы не задохнуться, ему нужно погружаться в воду хотя бы раз каждые 4 часа.

","chat":"","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,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/foot-amphibian-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20amphibiousness_sahuagin%20priestess_mm_mm"},"core":{"sourceId":"Actor.zE44SdHz4y8W008U.Item.2anPhOYeA6jfLlMe"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584747647,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jFzwic8HHN9xhNm5","name":"Акулья телепатия/Shark Telepathy","type":"feat","system":{"description":{"value":"

Сахуагин может магическим образом командовать всеми акулами, находящимися в пределах 120 футов от нее, при помощи ограниченной телепатии.

","chat":"","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,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-shark-brown-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shark%20telepathy_sahuagin%20priestess_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584771962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Сахуагин является заклинателем 6-го уровня. Ее базовой характеристикой является Мудрость (Сл спасброска от заклинания 12, +4 к попаданию атаками заклинаниями). У неё подготовлены следующие заклинания жреца:

","chat":"","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":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":"MM","hash":"spellcasting_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"j0oiZsRFpPHspyE6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584572351,"modifiedTime":1705584856312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":"","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":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705584941157,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"EYig8nopdMziz4PP","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","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/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705584942226,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0nzuCw1s6rH0rFUE","sort":0},{"name":"Благословение/Bless","type":"spell","system":{"description":{"value":"
 
\n
\n
\n
Вы благословляете до трёх существ на ваш выбор в пределах дистанции. Пока длится заклинание, когда цель совершает бросок атаки или испытание, она может бросить [[/r d4]] и добавить к результату основного броска.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го.
\n
\n
 
\n
","chat":"","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":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":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":1705584943697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uQ6nBdvbQqwjOc90","sort":0},{"name":"Направляющий луч/Guiding Bolt","type":"spell","system":{"description":{"value":"
\n
Вспышка света бьёт в выбранное вами существо в пределах дистанции. Совершите дистанционную атаку заклинанием по этой цели. При попадании цель получает [[/r 4d6]] лучистого урона, а следующий бросок атаки против этой цели до конца вашего следующего хода получает преимущество благодаря тусклому мистическому свету, который исходит от неё.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":"","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":[["4d6","radiant"]],"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":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.3W4w7xIZKMPpbmBC"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481637,"modifiedTime":1705584944680,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jtFloULqgYsm04Xw","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

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

\n

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

\n
","chat":"","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":1705584945633,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"R9OPnOFqNNo0XYCQ","sort":0},{"name":"Призрачное оружие/Spiritual Weapon","type":"spell","system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
\n

В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

\n

Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["floor(@item.level / 2)d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","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/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.2C6V50Bb0D8xR0KL"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486714,"modifiedTime":1705584946955,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"DBzJ4FZR8OfR83h4","sort":0},{"name":"Паралич гуманоида/Hold Person","type":"spell","system":{"description":{"value":"
\n
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Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

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","chat":"","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":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.IbCGIAnOi7OnqJOd"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760482103,"modifiedTime":1705584948409,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"8YEkTpKOBlgWNqp8","sort":0},{"name":"Массовое исцеляющее слово/Mass Healing Word","type":"spell","system":{"description":{"value":"

Вы произносите слова исцеления, и не более шести существ на ваш выбор, которых вы видите в пределах дистанции, восстанавливают ПЗ в количестве [[/r 1d4]] + модификатор вашей заклинательной характеристики. Заклинание не действует на нежить и конструкции.

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На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, исцеление увеличивается на [[/r 1d4]] за каждый круг ячейки выше 3-го.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":6,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","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":"level","formula":"1d4"}},"img":"icons/magic/life/heart-cross-strong-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mass%20healing%20word_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mtZ6NUytoM0OpCBq"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483372,"modifiedTime":1705584951877,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jiMfJjhV8WfInyqE","sort":0},{"name":"Полиглот/Tongues","type":"spell","system":{"description":{"value":"
\n

Это заклинание позволяет существу, которого вы коснулись, понимать устную речь на любых языках, которую оно слышит. Кроме того, когда цель говорит, любое существо, знающее хоть один язык и способное слышать цель, понимает речь цели.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/mouth-teeth-sharp.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"tongues_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.dqnACYDpikUXgdxk"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487592,"modifiedTime":1705584953316,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"MQqxinWZBzyUX4jc","sort":0}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584566811,"modifiedTime":1705586189052,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Морская карга/Sea Hag","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"sea%20hag_mm"},"core":{}},"_id":"ucYtdIj1n55qiqFZ","img":"foundryvtt-static/tokens/sea-hag.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":14,"calc":"natural","formula":""},"hp":{"value":52,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.

Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.

Ugly Inside and Out.

Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.

Covens.

A sea hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 4 (1,100 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:

  • 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.
  • 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.

A powerful sea hag might have the following additional lair actions:

  • The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.
  • The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the @spell[simulacrum] spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.
  • Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.
  • Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice.

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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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) slashing damage.

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The hag targets one @condition[frightened] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_sea%20hag_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376981631,"modifiedTime":1695376981631,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kzCytv5UHj4LXHrS","name":"Horrific Appearance","type":"feat","system":{"description":{"value":"

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag 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 hag's Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

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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.

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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 fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.

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The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the @spell[simulacrum] spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.

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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 sea hag creates one or more of the following additional regional effects within 1 mile of her lair:

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Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.

Beautiful Corrupters.

A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.

Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.

The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A @condition[charmed] creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.

Deadly Kiss.

The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.

Fiendish Offspring.

Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a @creature[cambion] child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.

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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.

","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":[["1d6 + @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":"Claw (Fiend Form Only)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw%20(fiend%20form%20only)_incubus_mm_mm"}},"effects":[],"_id":"RmvfHww81s3PWFmq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376946037,"modifiedTime":1695376946037,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Charm","type":"feat","system":{"description":{"value":"

One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically @condition[charmed] for 1 day. The @condition[charmed] target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target @condition[charmed] at a time. If it charms another, the effect on the previous target ends.

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The fiend kisses a creature @condition[charmed] by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 ([[/r 5d10 + 5]]) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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The fiend ignores the range restriction on its telepathy when communicating with a creature it has @condition[charmed]. The two don't even need to be on the same plane of existence.

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The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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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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Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.

A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.

In some cases, a rug of smothering is disguised as a @item[carpet of flying] or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.

Animated Objects[–]

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature.

An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

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Рукопашная атака оружием: +5 к попаданию, досягаемость 5 футов, одно существо с размером не больше Среднего.

Попадание: Существо становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченным/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплёна/Blinded}, и рискует задохнуться, а ковер не может душить другую цель. Кроме того, цель в начале каждого своего хода получает дробящий урон 10 (2к6 + 3).

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Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.

Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.

Hedonistic Revelers.

Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.

Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.

[–]

Twixt day and night the spirits goad me on

They pine for ages past when hearts were pure

Against all reason now they seem unsure

They laugh and scream between mine ears anon.

Now fill my cup not once, not twice, but thrice

With flag's brim upon my lips I dance

Let unseen pixies toss their gowns askance

While I, the Carnal King, indulge my vice.

With folded boughs, the treants take their leave

As merry damsels' corsets come undone

My song doth stir them like a summer breeze

They fill mine empty cup without reprieve.

The sun becomes the moon becomes the sun

I while away the hours as I please.

— Sonnet of a Naughty Satyr

Variant: Satyr Pipes

[–]

A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.

Panpipes.

The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected

An affected 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 these panpipes for the next 24 hours.

Charming Melody.

The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.

Frightening Strain.

The creature is frightened for 1 minute.

Gentle Lullaby.

The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

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A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.

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 touch attacks.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ([[/r 1d10]]) fire damage at the start of each of its turns.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 ([[/r 1d10]]) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ([[/r 1d10]]) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ([[/r 1d10]]) fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

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For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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 plus 3 ([[/r 1d6]]) lightning damage.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 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 most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 3rd. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 3rd. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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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Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce.

A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.

Elemental Travelers.

Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage.

[–]

Keep a few gems in your pocket. A hungry xorn is a helpful xorn.

— X the Mystic's 6th rule of dungeon survival

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The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

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

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The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

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Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.

Variant: Familiars

[–]

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

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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

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Вы кидаете сгусток огня в существо или предмет в пределах дистанции. Совершите по цели дальнобойную атаку заклинанием. При попадании цель получает урон огнём [[/r 1d10]]. Горючие предметы, по которым попало это заклинание, воспламеняются, если их никто не несёт и не носит.

\n

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

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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":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"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":"XSZXfvLJ5C55cuWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883789,"modifiedTime":1695376883789,"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":"VggdrXRWMMEIWUYM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883811,"modifiedTime":1695376883811,"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":"wHQ2IhIm6yyRvFah","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883835,"modifiedTime":1695376883835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Электрошок","type":"spell","system":{"description":{"value":"

Молния спрыгивает с Вашей руки и ударяет существо, которого вы пытались коснуться. Совершите по цели рукопашную атаку заклинанием. Вы совершаете бросок атаки с преимуществом, если цель носит доспех из металла. При попадании цель получает урон электричеством [[/r 1d8]], и до начала своего следующего хода не может совершать реакции.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]].

","chat":"","unidentified":""},"source":"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":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"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/unholy/hand-fire-skeleton-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shocking Grasp"},"plutonium":{"page":"spells.html","source":"PHB","hash":"shocking%20grasp_phb","propDroppable":"spell"}},"effects":[],"_id":"oguFRlpQSpJnZq7j","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883859,"modifiedTime":1695376883859,"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.

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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":"FesBb2L18hVCPNZE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883886,"modifiedTime":1695376883886,"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.

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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":"AsiTgQ90zUJmk3O9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883958,"modifiedTime":1695376883958,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Доспехи мага","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа, не носящего доспех, и на время действия заклинания его окутывает защитное магическое поле. Базовый КД существа становится равен 13 + его модификатор Ловкости. Заклинание оканчивается, если цель надевает доспех или вы оканчиваете его действием.

","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":"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":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mage Armor"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","mode":5,"value":"mage","priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null,"name":"Магический доспех","description":"","statuses":[]}],"_id":"eyHoBIbxTrX4vTLz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883986,"modifiedTime":1695376883986,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"5hc1v8qisnJAh9do","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884016,"modifiedTime":1695376884016,"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.

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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.

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

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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.

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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":"Boto5FUjN3Y2lJ3F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884044,"modifiedTime":1695376884044,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

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Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

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Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

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Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"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":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"cFPbdSQpj4r2pGKN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884073,"modifiedTime":1695376884073,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманный шаг","type":"spell","system":{"description":{"value":"

Окутавшись серебристым туманом, вы телепортируетесь на 30 футов в свободное пространство, видимое вами.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"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":"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/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Misty Step"},"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"}},"effects":[],"_id":"wuMJbDWjyFtcacB0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884104,"modifiedTime":1695376884104,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Контрзаклинание","type":"spell","system":{"description":{"value":"

Вы пытаетесь прервать процесс накладывания заклинания. Если существо сотворяет заклинание 3 уровня или ниже, его заклинание проваливается, и не оказывает никакого эффекта. Если оно накладывало заклинание 4 круга или выше, совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе заклинание проваливается и не оказывает никакого эффекта.

\n

На больших уровнях.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, заклинание существа не срабатывает, если его уровень не превышает уровня использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"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":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Counterspell"},"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"}},"effects":[],"_id":"zLS9rYzZvgaY8reA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884145,"modifiedTime":1695376884145,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"gzdtKFVZFydajKAX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884181,"modifiedTime":1695376884181,"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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":0,"long":null,"units":""},"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":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lightning Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"stsSsvqj07BUcLEu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884215,"modifiedTime":1695376884215,"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.

\n

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.

","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":"cha","dc":null,"scaling":"int"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"I6ODSZigyvysG9Hx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884245,"modifiedTime":1695376884245,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный щит","type":"spell","system":{"description":{"value":"

На время длительности заклинания Ваше тело покрывается тонким слоем пламени, испускающим яркий свет в пределах 10-футового радиуса и тусклый свет в пределах ещё 10 футов. Вы можете досрочно окончить это заклинание действием. Это пламя предоставляет вам либо тёплый щит, либо прохладный щит, на Ваш выбор. Тёплый щит даёт вам сопротивление к урону холодом, а прохладный щит даёт сопротивление к урону огнём.

\n

Кроме того, каждый раз, когда существо, находящееся в пределах 5 футов от вас, попадает по вам рукопашной атакой, щит испускает пламя. Атакующий получает урон огнём [[/r 2d8]] в случае тёплого щита или урон холодом [[/r 2d8]] в случае прохладного щита.

","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":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/shield/heater-steel-crystal-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fire Shield"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20shield_phb","propDroppable":"spell"}},"effects":[{"_id":"lVKx8swB08jm6IFE","flags":{"plutonium":{"dedupeId":"warm-shield"}},"changes":[{"key":"system.traits.dr.value","value":"cold","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Warm Shield","description":"","statuses":[]},{"_id":"UUXwEKSPX4nYfDzo","flags":{"plutonium":{"dedupeId":"chill-shield"}},"changes":[{"key":"system.traits.dr.value","value":"fire","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Chill Shield","description":"","statuses":[]}],"_id":"CfDdkzKXAUHaDc6V","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884272,"modifiedTime":1695376884272,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Каменная кожа","type":"spell","system":{"description":{"value":"

Это заклинание делает плоть согласного существа, которого вы коснулись, твёрдой как камень. Пока заклинание активно, цель получает сопротивление к немагическому дробящему, колющему и рубящему урону.

","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":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Stoneskin"},"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"dJFaTK5KuZc051a3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884309,"modifiedTime":1695376884309,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Конус холода","type":"spell","system":{"description":{"value":"

Из Ваших рук вырывается волна холодного воздуха. Все существа в 60-футовом конусе должны совершить спасбросок Телосложения. Существа получают урон холодом [[/r 8d8]] при провале, или половину этого урона при успехе. Существа, убитые этим заклинанием, становятся замороженными статуями, пока не растают.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"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","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cone of Cold"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"}},"effects":[],"_id":"OalZqjBrRsCvV6SE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884340,"modifiedTime":1695376884340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"DcJ16J2z26wGAh4T","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884378,"modifiedTime":1695376884378,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Силовая стена","type":"spell","system":{"description":{"value":"

Невидимая стена из силового поля появляется в точке, выбранной вами в пределах дистанции. Стена появляется, будучи ориентированной в любом направлении: горизонтальном, вертикальном или наклонённом. Она может свободно парить, а может опираться на твёрдую поверхность. Вы можете создать её полусферой-куполом или сферой с радиусом до 10 футов, или можете сформировать плоскую поверхность, состоящую из плит 10 × 10 футов, количество которых может доходить до десяти. Каждая плита должна соседствовать как минимум с одной другой плитой. Какая бы форма ни была у стены, её толщина всегда ¼ дюйма (6 миллиметров). Она существует, пока активно заклинание. Если стена при появлении проходит по пространству существа, это существо выталкивается по одну из сторон стены (на Ваш выбор).

\n

Ничто не может физически пройти сквозь эту стену. Она обладает иммунитетом ко всем видам урона, и не может быть рассеяна Рассеиванием магии. Заклинание Распад полностью уничтожает стену. Стена простирается и на Эфирный План, блокируя эфирные перемещения сквозь себя.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"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":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Wall of Force"},"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"}},"effects":[],"_id":"mYYaIW4e2MvUsIkz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884416,"modifiedTime":1695376884416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сфера неуязвимости","type":"spell","system":{"description":{"value":"

Вокруг вас возникает неподвижный слабо мерцающий барьер с радиусом 10 футов, существующий, пока активно заклинание.

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Все заклинания 5 уровня и ниже, наложенные снаружи барьера, не могут подействовать на существ и предметы, находящиеся внутри, даже если заклинание наложено с помощью ячейки большего уровня. Такие заклинания могут быть нацелены на существ и предметы, находящиеся внутри барьера, но не будут на них воздействовать. Пространство, защищённое барьером, тоже не включается в область действия таких заклинаний.

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На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, барьер блокирует заклинания на один уровень выше за каждый уровень ячейки выше 6-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Globe of Invulnerability"},"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"}},"effects":[],"_id":"7yQsSXLfWiFJzIWO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884456,"modifiedTime":1695376884456,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Телепортация","type":"spell","system":{"description":{"value":"

Это заклинание мгновенно переносит вас и до восьми согласных существ на Ваш выбор, видимых вами и находящихся в пределах дистанции, или один предмет, видимый в пределах дистанции, в выбранное вами место. Если целью является предмет, он должен полностью помещаться в куб с длиной ребра 10 футов, и его не может носить или нести несогласное существо.

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Выбранное место назначения должно быть известно вам, и оно должно находиться на одном плане существования с вами. Ваша ознакомленность с местом назначения определяет, успешным ли будет перемещение. 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
ОзнакомленностьНеудачаПохожее местоМимо целиТочно в цель
Постоянный круг01–100
Связанный предмет01–100
Очень знакомое01–0506–1314–2425–100
Изредка видимое01–3334–4344–5354–100
Виденное один раз01–4344–5354–7374–100
Описанное01–4344–5354–7374–100
Ложно описанное01–5051–100
\n

Ознакомленность

\n\n

Результат

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Пока заклинание активно, одно согласное существо, которого вы касаетесь, получает иммунитет к урону психической энергией, и всем эффектам, которые должны чувствовать его эмоции или читать мысли, заклинаниям школы Прорицания и состоянию @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованности}. Это заклинание даже помогает от заклинания Исполнение желаний, а также от заклинаний и эффектов аналогичной силы, использованных для воздействия на сознание цели или получение от неё информации.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"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":8,"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/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mind Blank"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"}},"effects":[],"_id":"ZNSh8SZnfqkCGOWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884527,"modifiedTime":1695376884527,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Остановка времени","type":"spell","system":{"description":{"value":"

Вы ненадолго останавливаете поток времени для всех кроме себя. Для всех остальных существ время перестаёт течь, а вы получаете [[/r 1d4 + 1]] ход подряд, во время которых можете совершать действия и перемещаться как обычно.

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Это заклинание оканчивается, если одно из Ваших действий, совершённых за этот период, или любой из эффектов, созданных вами за этот период, воздействует на других существ или предмет, несомый или носимый кем-то другим. Кроме того, заклинание оканчивается, если вы перемещаетесь в место, находящееся более чем в 1 000 футов от того места, где вы его активировали.

","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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","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/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Time Stop"},"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"}},"effects":[],"_id":"EScKYKBXDsvw2aoJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884557,"modifiedTime":1695376884557,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

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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.

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Для обнаружения того, что вы замаскированы, существо должно действием обследовать Вашу внешность и преуспеть в проверке Интеллекта (Анализ) против Вашей СЛ заклинаний.

","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":"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"hJFWAiz1q5TG5bzf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884586,"modifiedTime":1695376884586,"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.

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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":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":"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":"yIKsxr5yysksGO5t","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884619,"modifiedTime":1695376884619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). The archmage can cast @UUID[Actor.685UmDHRI7CTYn9j.Item.hJFWAiz1q5TG5bzf] and @UUID[Actor.685UmDHRI7CTYn9j.Item.yIKsxr5yysksGO5t] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.685UmDHRI7CTYn9j.Item.krrPzGi4hf4pjw7F], @UUID[Actor.685UmDHRI7CTYn9j.Item.XSZXfvLJ5C55cuWw], @UUID[Actor.685UmDHRI7CTYn9j.Item.VggdrXRWMMEIWUYM], @UUID[Actor.685UmDHRI7CTYn9j.Item.wHQ2IhIm6yyRvFah], @UUID[Actor.685UmDHRI7CTYn9j.Item.oguFRlpQSpJnZq7j]

  • 1st level (4 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.FesBb2L18hVCPNZE], @UUID[Actor.685UmDHRI7CTYn9j.Item.AsiTgQ90zUJmk3O9], @UUID[Actor.685UmDHRI7CTYn9j.Item.eyHoBIbxTrX4vTLz]*, @UUID[Actor.685UmDHRI7CTYn9j.Item.5hc1v8qisnJAh9do]

  • 2nd level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.Boto5FUjN3Y2lJ3F], @UUID[Actor.685UmDHRI7CTYn9j.Item.cFPbdSQpj4r2pGKN], @UUID[Actor.685UmDHRI7CTYn9j.Item.wuMJbDWjyFtcacB0]

  • 3rd level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.zLS9rYzZvgaY8reA], @UUID[Actor.685UmDHRI7CTYn9j.Item.gzdtKFVZFydajKAX], @UUID[Actor.685UmDHRI7CTYn9j.Item.stsSsvqj07BUcLEu]

  • 4th level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.I6ODSZigyvysG9Hx], @UUID[Actor.685UmDHRI7CTYn9j.Item.CfDdkzKXAUHaDc6V], @UUID[Actor.685UmDHRI7CTYn9j.Item.dJFaTK5KuZc051a3]*

  • 5th level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.OalZqjBrRsCvV6SE], @UUID[Actor.685UmDHRI7CTYn9j.Item.DcJ16J2z26wGAh4T], @UUID[Actor.685UmDHRI7CTYn9j.Item.mYYaIW4e2MvUsIkz]

  • 6th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.7yQsSXLfWiFJzIWO]

  • 7th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.Bl0ZQeMENc6nLWsD]

  • 8th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.ZNSh8SZnfqkCGOWw]*

  • 9th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.EScKYKBXDsvw2aoJ]

*The archmage casts these spells on itself before combat.

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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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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.
  • 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 it 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.
Additional Lair Actions.

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

  • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

  • Blast of Wind. A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

  • Obscuring Sand. Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

Regional Effects[–]

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

  • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (@skill[Investigation]) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 6th. The dragon's spell save DC is DC 18, and it has [[/r 1d20+10]]{+10} 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 6th. The dragon's spell save DC is DC 18, and it has [[/r 1d20+10]]{+10} 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 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} 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 18 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 uses one of the following breath weapons: @UUID[Actor.8wai53O0IVhxSKAF.Item.DcYm1XMeStQxjU3j]{Fire Breath} or @UUID[Actor.8wai53O0IVhxSKAF.Item.vhTblLWD1T7vxBbR]{Sleep 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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"DcYm1XMeStQxjU3j","name":"Breath Weapons: Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 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":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"ScTW8v9h3vVcU8u0","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"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%20fire%20breath_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vhTblLWD1T7vxBbR","name":"Breath Weapons: Sleep Breath","type":"feat","system":{"description":{"value":"

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall @condition[unconscious] for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

","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":"ScTW8v9h3vVcU8u0","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":21,"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%20sleep%20breath_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"IEgW34Q175DtcrMe","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PSA0A2tUtLxCm4FG","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4oUvCAoAH2xJdhFm","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 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_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"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
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.IEgW34Q175DtcrMe]{Detect}
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.PSA0A2tUtLxCm4FG]{Tail Attack}
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.4oUvCAoAH2xJdhFm]{Wing Attack}
\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":"FOshSAmcQEkayuUN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A strong wind blows around the dragon. Each ...","type":"feat","system":{"description":{"value":"

A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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%20a%20strong%20wind%20blows%20around%20the%20dragon.%20each%20..._ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"9Tq2U6u50fmTkVb6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"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 it 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":"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%20a%20cloud%20of%20sand%20swirls%20about%20in%20a%20..._ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"eK7JczX98Wx6tllS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Animate Statues","type":"feat","system":{"description":{"value":"

The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

","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":[["3d6","bludgeoning"]],"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%20animate%20statues_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"raPxrIQHiBtzoLJo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Blast of Wind","type":"feat","system":{"description":{"value":"

A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

","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":"str","dc":15,"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%20blast%20of%20wind_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"1KByVwYcydeUv1VO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Obscuring Sand","type":"feat","system":{"description":{"value":"

Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured 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%20obscuring%20sand_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"iqLOuzZVaE4lL44C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

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The gladiator makes three melee attacks or two ranged attacks.

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Melee or Ranged Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft. and 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.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one creature. Hit: 9 ([[/r 2d4 + 4]]) bludgeoning damage. 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 gladiator has advantage on saving throws against being @condition[frightened].

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

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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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Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.

Primitive.

Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.

Bigger Means Better.

In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.

Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.

Voracious Eaters.

With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.

Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.

Stupid and Deadly.

The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.

With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.

In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them.

Raging Bullies.

A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.

If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option.

Squash.

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 ([[/r 6d6 + 5]]) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Source: SKT, page 246
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The giant makes two greatclub attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 18 ([[/r 3d8 + 5]]) bludgeoning damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":10,"price":{"value":2,"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":10,"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":[["3d8 + @mod","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":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":1},"name":"Greatclub","type":"weapon","img":"icons/weapons/clubs/club-heavy-barbed-grey.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatclub"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatclub_hill%20giant_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"1DlAX10PDdVUpZgD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376941204,"modifiedTime":1695376941204,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+8]]{+8} to hit, range 60/240 ft., one target. Hit: 21 ([[/r 3d10 + 5]]) bludgeoning damage.

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Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.

Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.

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 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 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 balor makes two attacks: one with its longsword and one with its whip.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 21 ([[/r 3d8 + 8]]) slashing damage plus 13 ([[/r 3d8]]) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 30 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage plus 10 ([[/r 3d6]]) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

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The balor 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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When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 ([[/r 20d6]]) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

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At the start of each of the balor's turns, each creature within 5 feet of it takes 10 ([[/r 3d6]]) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 ([[/r 3d6]]) fire damage.

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

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The balor's weapon attacks are magical.

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A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.

Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.

[–]

Remind me again why we're on this quest?

— Ethelrede the fighter, after his first darkmantle encounter

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also @condition[blinded] and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

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A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains @status[concentration], up to 10 minutes (as if @status[concentration||concentrating] on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

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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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Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.

Fire Forged.

Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.

Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.

Martial Experts.

From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.

The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.

Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.

Feudal Lords.

Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.

Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.

Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.

Skilled Artisans.

Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.

Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p245[–]

Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits.

Siege Monster.

The giant deals double damage to objects and structures.

Tackle.

When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.

Source: SKT, page 245
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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.

An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it.

Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

Dwellers in Darkness.

Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.

Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

Symbiotic Guardians.

Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d8 + 3]]) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become @condition[poisoned] until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ([[/r 1d10]]) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) bludgeoning damage plus 4 ([[/r 1d8]]) piercing damage. If the target is Medium or smaller, it is @condition[grappled] (escape DC 13) and @condition[restrained] until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

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The otyugh slams creatures @condition[grappled] by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 ([[/r 2d6 + 3]]) bludgeoning damage and be @condition[stunned] until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't @condition[stunned].

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The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

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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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: 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.

","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_ice%20devil_mm_mm"}},"effects":[],"_id":"ZGE7dBrAtLRuyiJn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944420,"modifiedTime":1695376944420,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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":"dex","dc":17,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/barrier-ice-crystal-wall-jagged-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"wall%20of%20ice%20%7b%40recharge%7d_ice%20devil_mm_mm"}},"effects":[],"_id":"LpFJHNsiXd1CB7fv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944420,"modifiedTime":1695376944420,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"eqYja5350FAgb3hA","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

Magical darkness doesn't impede the devil's darkvision.

","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/perception/eye-ringed-glow-angry-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"devil's%20sight_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"}},{"_id":"3rWIbAE3ic45pAlv","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

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}} -{"name":"Доппельгангер/Doppelganger","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"doppelganger_mm"},"core":{}},"_id":"5igtzQRJVu1nECdX","img":"foundryvtt-static/tokens/doppelganger.webp","system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"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":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":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","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_doppelganger_mm_mm"}},"effects":[],"_id":"fkoXaTNPiypyudwy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) bludgeoning 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":[["1d6 + @mod","bludgeoning"]],"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":"Slam","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/hand/gauntlet-tooled-leather-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"slam_doppelganger_mm_mm"}},"effects":[],"_id":"S8Ie69p6I8IJq9u9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Read Thoughts","type":"feat","system":{"description":{"value":"

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.

","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/magic/perception/eye-slit-pink.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"read%20thoughts_doppelganger_mm_mm"}},"effects":[],"_id":"AmNp7lu16iAmWX1O","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PEnKGvi1LtVQIDFM","name":"Shapechanger","type":"feat","system":{"description":{"value":"

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.

","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_doppelganger_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"r3FWsZXK1DF1YWE1","name":"Ambusher","type":"feat","system":{"description":{"value":"

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

","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/mammals/humanoid-cat-skulking-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"ambusher_doppelganger_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dcj3yNBYrpPt9NzC","name":"Surprise Attack","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6",""]],"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/blade-tip-chipped-blood-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"surprise%20attack_doppelganger_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908027,"modifiedTime":1695376908027,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376907806,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3900000,"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:

  • 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.
  • 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.
  • 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.
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:

  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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.

","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":14,"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%20white%20dragon_mm_mm"}},"effects":[],"_id":"jVFr367vtsrs6xl9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cold Breath","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"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":[["12d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"cold%20breath%20%7b%40recharge%205%7d_adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"U67C7QGJJnqDqUlR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"E4hrPEgYGxkx4Veg","name":"Ice Walk","type":"feat","system":{"description":{"value":"

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.

","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%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":"Cr9gdIelnvtbKI9T","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%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":"NWw4o6CFkm3otGOa","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%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"}},{"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
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.GNXlJYv1iZ2c8CjY]{Detect}
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.Cr9gdIelnvtbKI9T]{Tail Attack}
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.NWw4o6CFkm3otGOa]{Wing Attack}
\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:

  • 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.

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As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.

Immortal Splendor.

Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are @condition[petrified], becoming stone monuments to its corruption.

Medusa Lairs.

Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them.

A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair.

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The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) piercing damage plus 14 ([[/r 4d6]]) poison damage.

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

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":1},"name":"Shortsword","type":"weapon","img":"icons/weapons/swords/sword-guard-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shortsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"shortsword_medusa_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"r6yqKX6TNfhDmRXG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376956881,"modifiedTime":1695376956881,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 150/600 ft., one target. Hit: 6 ([[/r 1d8 + 2]]) piercing damage plus 7 ([[/r 2d6]]) poison damage.

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When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't @condition[incapacitated] and can see the creature. If the saving throw fails by 5 or more, the creature is instantly @condition[petrified]. Otherwise, a creature that fails the save begins to turn to stone and is @condition[restrained]. The @condition[restrained] creature must repeat the saving throw at the end of its next turn, becoming @condition[petrified] on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the @spell[greater restoration] spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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

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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

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:

  • 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.
  • 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.
  • 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.
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:

  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 6th. 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 two spells, once per day each, requiring no material components. Each spell's level can be no higher than 6th. 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 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 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage plus 9 ([[/r 2d8]]) cold 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":15,"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"],["2d8","cold"]],"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_ancient%20white%20dragon_mm_mm"}},"effects":[],"_id":"4EL74daKg0iyHtt1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 20 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) bludgeoning 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":20,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_ancient%20white%20dragon_mm_mm"}},"effects":[],"_id":"JfclXQLtuGmSnMst","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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":16,"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%20white%20dragon_mm_mm"}},"effects":[],"_id":"cRVSDoUAG91d2sTG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"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 22 Constitution saving throw, taking 72 ([[/r 16d8]]) 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":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"cold%20breath%20%7b%40recharge%205%7d_ancient%20white%20dragon_mm_mm"}},"effects":[],"_id":"AUbzsIre37MGw9aa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rSlDxFiTzS8FstoS","name":"Ice Walk","type":"feat","system":{"description":{"value":"

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_ancient%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"hstYlFWMSfkxfUac","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%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kjTLG7jPFj3E9Vo4","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%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"F9U6N6ejOYeoJZIk","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%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6WE2Yr3BpJHgTtRg","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 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_ancient%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"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
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.kjTLG7jPFj3E9Vo4]{Detect}
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.F9U6N6ejOYeoJZIk]{Tail Attack}
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.6WE2Yr3BpJHgTtRg]{Wing Attack}
\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":"NmFtBjvcjpfkqm1S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Freezing fog fills a 20-foot-radius sphere ...","type":"feat","system":{"description":{"value":"

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:

  • 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.

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

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The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

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The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it @condition[prone].

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An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Solar.

A solar is godlike in its glory and power.

On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.

It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

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The solar makes two greatsword attacks.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 5 ft., one target. Hit: 22 ([[/r 4d6 + 8]]) slashing damage plus 27 ([[/r 6d8]]) radiant damage.

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Ranged Weapon Attack: [[/r 1d20+13]]{+13} to hit, range 150/600 ft., one target. Hit: 15 ([[/r 2d8 + 6]]) piercing damage plus 27 ([[/r 6d8]]) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

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The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

","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/maneuver-daggers-paired-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"flying%20sword_solar_mm_mm"}},"effects":[],"_id":"H4HxhLyk66JYz2W6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Healing Touch","type":"feat","system":{"description":{"value":"

The solar touches another creature. The target magically regains 40 ([[/r 8d8 + 4]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","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":4,"max":"4","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(4%2fday)_solar_mm_mm"}},"effects":[],"_id":"Xv8Cv5xDhUioXtC4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9VdFbxPAfLFZ4m2C","name":"Angelic Weapons","type":"feat","system":{"description":{"value":"

The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra [[/r 6d8]] radiant damage (included in the attack).

","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":[["6d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"K7LXK6ldxXu7HsFW","name":"Divine Awareness","type":"feat","system":{"description":{"value":"

The solar knows if it hears a lie.

","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/eye-red-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"divine%20awareness_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gRrpcxX0TwqbjRgq","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The solar 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_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"YzMuQR7u6BXd7G5n","name":"Teleport","type":"feat","system":{"description":{"value":"

The solar 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":"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/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"teleport_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"adRluUAQs739d1gv","name":"Searing Burst","type":"feat","system":{"description":{"value":"

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 ([[/r 4d6]]) fire damage plus 14 ([[/r 4d6]]) radiant damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"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":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":[["4d6","fire"],["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/projectile-beams-salvo-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"searing%20burst_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gf0Q4cQ6t3QLrJhh","name":"Blinding Gaze","type":"feat","system":{"description":{"value":"

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be @condition[blinded] until magic such as the @spell[lesser restoration] spell removes the blindness.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/explosion-star-blue.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"blinding%20gaze_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The solar 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 solar regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.YzMuQR7u6BXd7G5n]{Teleport}
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.adRluUAQs739d1gv]{Searing Burst}
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.gf0Q4cQ6t3QLrJhh]{Blinding Gaze}
\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":"OUo2Vd4RZhXft31J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Общение","type":"spell","system":{"description":{"value":"

Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"hPHXSwXD1twWxjdz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985384,"modifiedTime":1695376985384,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
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Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"e2QBnvrNTAQe0PFQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985410,"modifiedTime":1695376985410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Стена клинков","type":"spell","system":{"description":{"value":"

Вы создаёте вертикальную стену из крутящихся бритвенно-острых клинков из магической энергии. Стена появляется в пределах дистанции и существует столько, сколько активно это заклинание. Вы можете создать прямую стену длиной 100 фт., высотой 20 фт. и толщиной 5 фт., или закольцованную стену диаметром 60 фт., высотой 20 фт. и толщиной 5 фт. Стена предоставляет существам, находящимся за ней, @UUID[Compendium.dnd5e.rules.6PfYpwxkdQkyS6b7.JournalEntryPage.kYIupxHL0v6kzLMq]{укрытие} на три четверти, и ее пространство является @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимой местностью}.

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Когда существо впервые за ход входит в пространство стены или начинает там ход, оно должно совершить спасбросок Ловкости. При провале существо получает рубящий урон [[/r 6d10]]. При успешном спасброске существо получает половину урона.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"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":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","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/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blade Barrier"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"}},"effects":[],"_id":"adIZqTVyXQYxB7al","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985450,"modifiedTime":1695376985450,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

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Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

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Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

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Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"fsM1FVbtC7qPdbWC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985475,"modifiedTime":1695376985475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Воскрешение","type":"spell","system":{"description":{"value":"

Вы касаетесь существа, мёртвого не больше ста лет, умершего не от старости, и не являющегося нежитью. Если его душа свободна и согласна, цель возвращается к жизни с полными хитами.

\n

Это заклинание нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт.

\n

Это заклинание исцеляет все раны и восстанавливает отсутствующие части тела.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

\n

Накладывание этого заклинания для оживления существа, мёртвого больше года, сильно выматывает вас. Пока вы не окончите длинный отдых, вы не можете сотворять заклинания, и совершаете с помехой все броски атаки, проверки характеристик и спасброски.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","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":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":7,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a diamond worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/plant-seed-hands-glow-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Resurrection"},"plutonium":{"page":"spells.html","source":"PHB","hash":"resurrection_phb","propDroppable":"spell"}},"effects":[],"_id":"0pBQiQuddmJ6rUln","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985531,"modifiedTime":1695376985531,"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":"OznAMIFoeAYjndgO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985559,"modifiedTime":1695376985559,"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.

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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":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":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":"kIgdw6KHvltzkXCE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985586,"modifiedTime":1695376985586,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.SbrwShB1ilyDAoIv.Item.OznAMIFoeAYjndgO], @UUID[Actor.SbrwShB1ilyDAoIv.Item.kIgdw6KHvltzkXCE] (self only)

  • 3/day each: @UUID[Actor.SbrwShB1ilyDAoIv.Item.adIZqTVyXQYxB7al], @UUID[Actor.SbrwShB1ilyDAoIv.Item.fsM1FVbtC7qPdbWC], @UUID[Actor.SbrwShB1ilyDAoIv.Item.0pBQiQuddmJ6rUln]

  • 1/day each: @UUID[Actor.SbrwShB1ilyDAoIv.Item.hPHXSwXD1twWxjdz], @UUID[Actor.SbrwShB1ilyDAoIv.Item.e2QBnvrNTAQe0PFQ]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_solar_mm_mm"}},"effects":[],"_id":"oUNs9o45pgyGXWAy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985608,"modifiedTime":1695376985608,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376984951,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":13600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Грик/Grick","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"grick_mm"},"core":{}},"_id":"wlAj2X0SIMj8Myfc","img":"foundryvtt-static/tokens/grick.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":14,"calc":"natural","formula":""},"hp":{"value":27,"max":27,"temp":0,"tempmax":0,"formula":"6d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.

Passive Predators.

Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.

Roving Ambushers.

Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.

Spoils of Slaughter.

Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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

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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.

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

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The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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; the dragon can't use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Additional Lair Action.

At your discretion, a legendary (@creature[Adult Gold Dragon||adult] or @creature[Ancient Gold Dragon||ancient]) gold dragon can use the following additional lair action while in its lair:

  • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon until initiative count 20 on the next round.

Regional Effects[–]

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast nine spells, once per day each, requiring no material components. Each spell's level can be no higher than 8th. The dragon's spell save DC is DC 24, and it has [[/r 1d20+16]]{+16} 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 nine spells, once per day each, requiring no material components. Each spell's level can be no higher than 8th. The dragon's spell save DC is DC 24, and it has [[/r 1d20+16]]{+16} 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 24 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 uses one of the following breath weapons: @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.XhpsNJAyjheqwBqv]{Fire Breath} or @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.lRtkTPF6ieJjhisV]{Weakening Breath}

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The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 ([[/r 13d10]]) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"kISr8KHgJop1KxsN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":24,"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%20weakening%20breath_ancient%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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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 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.

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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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  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.XSRcS9MT1L9HgvMq]{Detect}
  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.Y0uC3rTeiOlMEtSW]{Tail Attack}
  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.4BBh6ciWznO30aRE]{Wing Attack}
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The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.

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One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

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Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area 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 region containing a legendary gold 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 end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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Арбалет — это простое механическое оружие, активируемое нажатием на спусковой крючок, чтобы отпустить защёлку на тетиве, посылая болт к цели. Тяжелые арбалеты придётся удерживать двумя руками.
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Мортлок может перебросить проваленное испытание. В таком случае он должен применить результат нового броска.

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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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Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) 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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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:

  • 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].
  • 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.
  • 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.
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:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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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.

","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":23,"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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"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
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.XBE91bGn7cIqpuUO]{Detect}
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.ziItSAGioJ3C3lzD]{Tail Attack}
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.yFv9ooq6PNBtTSn8]{Wing Attack}
\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":"N2wyipXmTPyZ4k2K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water that the dragon can see ...","type":"feat","system":{"description":{"value":"

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].

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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%20pools%20of%20water%20that%20the%20dragon%20can%20see%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"IeRWzob1XeuYj0g7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A cloud of swarming insects fills a ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","piercing"],["3d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"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%20a%20cloud%20of%20swarming%20insects%20fills%20a%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"kFrZlZsr8vBslMe6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical darkness spreads from a point the ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"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%20magical%20darkness%20spreads%20from%20a%20point%20the%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"whlNwndMlwvVq4mz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Filth Burst","type":"feat","system":{"description":{"value":"

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.

","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":"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%20noxious%20gas_ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"HKRDdGWLqvLMCG1j","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one creature. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 16). Until this grapple ends, the creature is @condition[restrained], and the snake can't constrict another target.

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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.

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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%20(disguises)_mm_mm"}},"effects":[],"_id":"eFmXCiYCRT4BEQBg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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%20(disguises)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"wz49pb5gN2iWKT1J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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%20(disguises)_mm_mm"}},"effects":[],"_id":"iPOZw4Jp86ZB74bD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wVjRBrdYUU3iveod","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%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yMc8zR79Ex3FM2W7","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_djinni%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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.

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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":"6bn0k7oxaovNolsS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906605,"modifiedTime":1695376906605,"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.

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Длительность зависит от создаваемого материала. Если предмет составлен из нескольких материалов, используется самая короткая длительность.

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Сотворение
Материал\n

Длительность

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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.

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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":"9Qz6Tti51IMmPPyT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906632,"modifiedTime":1695376906632,"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.

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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}.

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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":"GBol1mSEl6FpLXB4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906663,"modifiedTime":1695376906663,"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.

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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":"FHDFb5e3oTzrEtxl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906687,"modifiedTime":1695376906687,"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).

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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.

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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.

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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":"STPEmfcfdsmmiDG7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906713,"modifiedTime":1695376906713,"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":"TYsG8H2GwdxzWgAM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906742,"modifiedTime":1695376906742,"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":"n9E0oTlwifCX9LbC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906773,"modifiedTime":1695376906773,"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":"7faLgGgQRb7nfDuI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906804,"modifiedTime":1695376906804,"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.

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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":"4z0VMfNhc50ixQ0C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906825,"modifiedTime":1695376906825,"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.

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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.

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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.

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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.

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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.

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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.

","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":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":"wis","dc":null,"scaling":"cha"},"level":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/dragon-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Polymorph"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20polymorph_phb","propDroppable":"spell"}},"effects":[],"_id":"bNKuxCoZMEhTGJlo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906859,"modifiedTime":1695376906859,"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":"DY9Sv5YLRicBtu6n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906898,"modifiedTime":1695376906898,"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":"dry7xsSmYLpoB65F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906930,"modifiedTime":1695376906930,"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":"IjcTFE4Y4RuhGIQL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906962,"modifiedTime":1695376906962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"h9QPrwp90bXlukjX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906991,"modifiedTime":1695376906991,"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:

  • At will: @UUID[Actor.Q4aBuP14DkrfMofY.Item.DY9Sv5YLRicBtu6n], @UUID[Actor.Q4aBuP14DkrfMofY.Item.dry7xsSmYLpoB65F], @UUID[Actor.Q4aBuP14DkrfMofY.Item.IjcTFE4Y4RuhGIQL], @UUID[Actor.Q4aBuP14DkrfMofY.Item.h9QPrwp90bXlukjX] (often with a longer duration than is normal for that spell; see Disguises)

  • 3/day each: @UUID[Actor.Q4aBuP14DkrfMofY.Item.n9E0oTlwifCX9LbC] (can create wine instead of water), @UUID[Actor.Q4aBuP14DkrfMofY.Item.7faLgGgQRb7nfDuI], @UUID[Actor.Q4aBuP14DkrfMofY.Item.4z0VMfNhc50ixQ0C], @UUID[Actor.Q4aBuP14DkrfMofY.Item.bNKuxCoZMEhTGJlo] (mightier genies only; see Disguises)

  • 1/day each: @UUID[Actor.Q4aBuP14DkrfMofY.Item.6bn0k7oxaovNolsS] (@creature[air elemental] only), @UUID[Actor.Q4aBuP14DkrfMofY.Item.9Qz6Tti51IMmPPyT], @UUID[Actor.Q4aBuP14DkrfMofY.Item.GBol1mSEl6FpLXB4], @UUID[Actor.Q4aBuP14DkrfMofY.Item.FHDFb5e3oTzrEtxl], @UUID[Actor.Q4aBuP14DkrfMofY.Item.STPEmfcfdsmmiDG7], @UUID[Actor.Q4aBuP14DkrfMofY.Item.TYsG8H2GwdxzWgAM]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_djinni%20(disguises)_mm_mm"}},"effects":[],"_id":"D4w9AZ3Xy5wBTZCB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376907049,"modifiedTime":1695376907049,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k6Ry7nzbev3bg3TI","name":"Wishes","type":"feat","system":{"description":{"value":"

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.

","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":"wishes_djinni%20(wishes)_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.9pzL0gEd79ETPkxn.Item.xSd3ayvHKMQZU999"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376907234,"modifiedTime":1695403264428,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376906516,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Гиносфинкс/Gynosphinx","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"gynosphinx_mm"},"core":{}},"_id":"lWk503Nv4OrwsvOz","img":"foundryvtt-static/tokens/gynosphinx.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":136,"max":136,"temp":0,"tempmax":0,"formula":"16d10 + 48"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

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:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • 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.
  • 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.
  • 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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The sphinx makes two claw attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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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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\n\t\t\t
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.
\n\t\t\t
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.fN1EyXcH1fLKSi7z]{Claw Attack}
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.ZrdhJvxWouU8wHWr]{Teleport}
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.PWBv3PrUGi7B8bFe]{Cast a Spell}
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","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":"QN6tlrFAcp6NlVWR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The flow of time is altered such that every ...","type":"feat","system":{"description":{"value":"

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.

","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":"KvSIBd5YppPviCcS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938285,"modifiedTime":1695376938285,"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":"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.

\n

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.

","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":"cha","dc":null,"scaling":"int"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"LoHlnJfbDBCioNPP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938628,"modifiedTime":1695376938628,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Высшая невидимость","type":"spell","system":{"description":{"value":"

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.

","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":"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":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/magical/spirit-fear-energy-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Invisibility"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20invisibility_phb","propDroppable":"spell"}},"effects":[],"_id":"bt0RGj2qi5xtjraE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938653,"modifiedTime":1695376938653,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Знание легенд","type":"spell","system":{"description":{"value":"

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».

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each","consumed":true,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/trades/academics-investigation-study-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Legend Lore"},"plutonium":{"page":"spells.html","source":"PHB","hash":"legend%20lore_phb","propDroppable":"spell"}},"effects":[],"_id":"Oh889k7i1tMpqfxo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938706,"modifiedTime":1695376938706,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • Cantrips (at will): @UUID[Actor.lWk503Nv4OrwsvOz.Item.KvSIBd5YppPviCcS], @UUID[Actor.lWk503Nv4OrwsvOz.Item.A2RwepV8ZcnjbPWg], @UUID[Actor.lWk503Nv4OrwsvOz.Item.pbZt4sixE3r8ApV7]

  • 1st level (4 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.ZeN0JoT485n97GOP], @UUID[Actor.lWk503Nv4OrwsvOz.Item.NMQND7C0R4LzIA6w], @UUID[Actor.lWk503Nv4OrwsvOz.Item.Iodzoo2xu1BA3cZ3]

  • 2nd level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.njuoy33Xw7mbwak6], @UUID[Actor.lWk503Nv4OrwsvOz.Item.c5pNBYhQDB1fkqTh], @UUID[Actor.lWk503Nv4OrwsvOz.Item.pHUCCzKRslJEuUva]

  • 3rd level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.EptOaxgUGjLPkR5R], @UUID[Actor.lWk503Nv4OrwsvOz.Item.S8zYQnJkKXXJCXYo], @UUID[Actor.lWk503Nv4OrwsvOz.Item.4VeltqjVg3gd260S]

  • 4th level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.LoHlnJfbDBCioNPP], @UUID[Actor.lWk503Nv4OrwsvOz.Item.bt0RGj2qi5xtjraE]

  • 5th level (1 slot): @UUID[Actor.lWk503Nv4OrwsvOz.Item.Oh889k7i1tMpqfxo]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_gynosphinx_mm_mm"}},"effects":[],"_id":"VSEoRpOYJ3sZJkgc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938732,"modifiedTime":1695376938732,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376937789,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Адская гончая/Hell Hound","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"hell%20hound_mm"},"core":{}},"_id":"fQNvKcnFcuV9EyhS","img":"foundryvtt-static/tokens/hell-hound.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":45,"max":45,"temp":0,"tempmax":0,"formula":"7d8 + 14"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.

Burning Hunger.

Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end.

When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur.

Evil to the Core.

Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master.

","public":""},"alignment":"lawful evil","race":"","type":{"value":"fiend","subtype":"","swarm":"","custom":""},"environment":"Mountain, Underdark","cr":3,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["fire"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["infernal"],"custom":"understands Infernal but can't speak it"}},"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":"Адская гончая","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/hell-hound.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: 7 ([[/r 1d8 + 3]]) piercing damage plus 7 ([[/r 2d6]]) 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":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":[["1d8 + @mod","piercing"],["2d6","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_hell%20hound_mm_mm"}},"effects":[],"_id":"USZcLmExMR6vmUCS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376940172,"modifiedTime":1695376940172,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Breath","type":"feat","system":{"description":{"value":"

The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 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":"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":[["6d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"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_hell%20hound_mm_mm"}},"effects":[],"_id":"6nnhz8CBSM4yT5Rb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376940172,"modifiedTime":1695376940172,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"a1L3xxHHoj1TsAZW","name":"Keen Hearing and Smell","type":"feat","system":{"description":{"value":"

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

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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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:

  • 1–10: Nothing else happens.

  • 11–14: One leg is severed from the troll if it has any legs left.

  • 15–18: One arm is severed from the troll if it has any arms left.

  • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.

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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Тролль совершает три атаки: одну укусом, и две когтями.

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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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Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.

Beautiful Corrupters.

A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.

Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.

The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A @condition[charmed] creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.

Deadly Kiss.

The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.

Fiendish Offspring.

Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a @creature[cambion] child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.

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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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Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts.

Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A 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 golem is immune to any spell or effect that would alter its form.

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

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The golem's weapon attacks are magical.

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The ape makes two fist attacks.

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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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Shadows are undead that resemble dark exaggerations of humanoid shadows.

Dark Disposition.

From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.

If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its \"parent\" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 9 ([[/r 2d6 + 2]]) necrotic damage, and the target's Strength score is reduced by [[/r 1d4]]. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse [[/r 1d4]] hours later.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.

Divine Curse.

Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.

Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.

When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.

Harpy Song.

To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath.

Sadistic Cowards.

Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.

When they attack, harpies play with their food, delighting in the \"music\" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.

Gruesome Collectors.

Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.

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The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @condition[charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @condition[incapacitated].

While @condition[charmed] by the harpy, a target is @condition[incapacitated] and ignores the songs of other harpies. If the @condition[charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this harpy's song for the next 24 hours.

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The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 ([[/r 4d8]]) cold damage on a failed save, or half as much damage on a successful one.

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

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The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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Волки встречаются в субарктических и умеренных регионах мира, где они часто передвигаются стаями через холмы и леса.

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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.

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Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на слух или нюх.

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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.

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This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.

Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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The devil makes two attacks with its chains.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage. The target is @condition[grappled] (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is @condition[restrained] and takes 7 ([[/r 2d6]]) piercing damage at the start of each of its turns.

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Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is @condition[incapacitated] or dies.

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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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When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be @condition[frightened] until the end of its turn.

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An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Planetar.

Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception.

Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.

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The planetar makes two melee 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_planetar_mm_mm"}},"effects":[],"_id":"odAtEY1SazJ4EpXr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 21 ([[/r 4d6 + 7]]) slashing damage plus 22 ([[/r 5d8]]) radiant damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":[["4d6 + @mod","slashing"],["5d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"hvy":true,"two":true},"proficient":1},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatsword_planetar_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"L0GTzlY0biWic72r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Healing Touch","type":"feat","system":{"description":{"value":"

The planetar touches another creature. The target magically regains 30 ([[/r 6d8 + 3]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","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":4,"max":"4","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(4%2fday)_planetar_mm_mm"}},"effects":[],"_id":"yLAXIgifEIXNnczb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9273NUrAFSUl1ByT","name":"Angelic Weapons","type":"feat","system":{"description":{"value":"

The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra [[/r 5d8]] radiant damage (included in the attack).

","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":[["5d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"8LGLVnWqmm5fPZaX","name":"Divine Awareness","type":"feat","system":{"description":{"value":"

The planetar knows if it hears a lie.

","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/eye-red-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"divine%20awareness_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2mOYuQBnYJoKXUSi","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The planetar 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_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Общение","type":"spell","system":{"description":{"value":"

Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"YpXYmDnKfcmormyr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970258,"modifiedTime":1695376970258,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"Z35rQPAACXv2HWUf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970283,"modifiedTime":1695376970283,"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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"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":"innate","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":"yQXU7P2iSN8huCnb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970320,"modifiedTime":1695376970320,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Стена клинков","type":"spell","system":{"description":{"value":"

Вы создаёте вертикальную стену из крутящихся бритвенно-острых клинков из магической энергии. Стена появляется в пределах дистанции и существует столько, сколько активно это заклинание. Вы можете создать прямую стену длиной 100 фт., высотой 20 фт. и толщиной 5 фт., или закольцованную стену диаметром 60 фт., высотой 20 фт. и толщиной 5 фт. Стена предоставляет существам, находящимся за ней, @UUID[Compendium.dnd5e.rules.6PfYpwxkdQkyS6b7.JournalEntryPage.kYIupxHL0v6kzLMq]{укрытие} на три четверти, и ее пространство является @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимой местностью}.

\n

Когда существо впервые за ход входит в пространство стены или начинает там ход, оно должно совершить спасбросок Ловкости. При провале существо получает рубящий урон [[/r 6d10]]. При успешном спасброске существо получает половину урона.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"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":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","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/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blade Barrier"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"}},"effects":[],"_id":"M658sMVWzcZpW0Mk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970343,"modifiedTime":1695376970343,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

\n

Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

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Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

\n

Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"MndlTyXlguqX82bP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970370,"modifiedTime":1695376970370,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"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":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/explosion-flame-lightning-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flame Strike"},"plutonium":{"page":"spells.html","source":"PHB","hash":"flame%20strike_phb","propDroppable":"spell"}},"effects":[],"_id":"be9dkcF0ipn2jSHa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970391,"modifiedTime":1695376970391,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Оживление","type":"spell","system":{"description":{"value":"

Вы возвращаете к жизни мёртвое существо, которого касаетесь, при условии, что оно мертво не более 10 дней. Если душа этого существа может воссоединиться с телом и хочет этого, существо воскрешается с 1 хитом.

\n

Это заклинание также нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт. Это заклинание не может оживить нежить.

\n

Это заклинание исцеляет все раны, но не восстанавливает отсутствующие части тела. Если у существа отсутствуют жизненно важные части тела — например, голова — заклинание автоматически проваливается.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","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":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Raise Dead"},"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"}},"effects":[],"_id":"VpHxyZudBEcAtlhN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970410,"modifiedTime":1695376970410,"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":"auAGRZHyKNdgi8lM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970431,"modifiedTime":1695376970431,"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":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":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":"U77xDvSRbcx0dSAx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970451,"modifiedTime":1695376970451,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.SciG1upB8Z1YcqMw.Item.auAGRZHyKNdgi8lM], @UUID[Actor.SciG1upB8Z1YcqMw.Item.U77xDvSRbcx0dSAx] (self only)

  • 3/day each: @UUID[Actor.SciG1upB8Z1YcqMw.Item.M658sMVWzcZpW0Mk], @UUID[Actor.SciG1upB8Z1YcqMw.Item.MndlTyXlguqX82bP], @UUID[Actor.SciG1upB8Z1YcqMw.Item.be9dkcF0ipn2jSHa], @UUID[Actor.SciG1upB8Z1YcqMw.Item.VpHxyZudBEcAtlhN]

  • 1/day each: @UUID[Actor.SciG1upB8Z1YcqMw.Item.YpXYmDnKfcmormyr], @UUID[Actor.SciG1upB8Z1YcqMw.Item.Z35rQPAACXv2HWUf], @UUID[Actor.SciG1upB8Z1YcqMw.Item.yQXU7P2iSN8huCnb]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_planetar_mm_mm"}},"effects":[],"_id":"A0R01JtNp6m2SGCX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970474,"modifiedTime":1695376970474,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376969880,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":13700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Бурое желе/Ochre Jelly","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ochre%20jelly_mm"},"core":{}},"_id":"iVq3NHxPYioldAnj","img":"foundryvtt-static/tokens/ochre-jelly.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":45,"max":45,"temp":0,"tempmax":0,"formula":"6d10 + 12"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":10,"fly":0,"swim":0,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.

An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

","public":""},"alignment":"unaligned","race":"","type":{"value":"ooze","subtype":"","swarm":"","custom":""},"environment":"Underdark","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["lightning","slashing"],"bypasses":[],"custom":""},"dr":{"value":["acid"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","prone"],"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":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":"Бурое желе","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/ochre-jelly.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":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) bludgeoning damage plus 3 ([[/r 1d6]]) acid damage.

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The jelly can move through a space as narrow as 1 inch wide without squeezing.

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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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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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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.

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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.

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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

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Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.

A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive.

Divine Guardians.

Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril.

Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.

Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.

Forest Lords.

A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.

In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame.

Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.

A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.

Sacred Horns.

A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.

Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution.

Blessed Mounts.

When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.

As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.

A Unicorn's Lair.

A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Regional Effects[–]

Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:

  • Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (@skill[Stealth]) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the unicorn dies, these effects end immediately.

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The unicorn makes two attacks: one with its hooves and one with its horn.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) piercing damage.

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The unicorn touches another creature with its horn. The target magically regains 11 ([[/r 2d8 + 2]]) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

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If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

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

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The unicorn's weapon attacks are magical.

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The unicorn makes one attack with its hooves.

","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/bones/hooves-cloven-brown.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"hooves_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wvVBfg2rzsYLQmam","name":"Shimmering Shield","type":"feat","system":{"description":{"value":"

The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn'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/control/debuff-chains-ropes-net-white.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"shimmering%20shield_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"mMsEyfceooF9UrV8","name":"Heal Self","type":"feat","system":{"description":{"value":"

The unicorn magically regains 11 ([[/r 2d8 + 2]]) hit points.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"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/life/heart-cross-strong-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"heal%20self_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The unicorn 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 unicorn regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.egvYKKNcVLA9bexw]{Hooves}
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.wvVBfg2rzsYLQmam]{Shimmering Shield}
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.mMsEyfceooF9UrV8]{Heal Self}
\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":"rEYd6rI7NyuRs718","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:

If the unicorn dies, these 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_unicorn_mm_mm"}},"effects":[],"_id":"HSKwdMjQcf7ud2hY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Умиротворение","type":"spell","system":{"description":{"value":"

Вы пытаетесь подавить сильные эмоции у группы существ. Все гуманоиды в сфере с радиусом 20 футов с центром в точке, выбранной в пределах дистанции, должны совершить спасбросок Харизмы; существо может добровольно провалить этот спасбросок, если пожелает. Если существо проваливает спасбросок, выберите один из двух описанных ниже эффектов:

\n

Вы можете подавить все эффекты, делающие цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испуганной}. Когда это заклинание оканчивается, все подавленные эффекты восстанавливаются, при условии, что за это время их действие не окончилось.

\n

В качестве альтернативы, вы можете сделать цель безразличной к выбранным вами существам, к которым она относилась враждебно. Это безразличие оканчивается, если цель атакована или ей причинён вред заклинанием, или если она станет свидетелем того, как причиняют вред её друзьям. Когда заклинание оканчивается, существо становится вновь враждебным, если Мастер не решит по-другому.

","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":60,"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":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":2,"school":"enc","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/skills/social/trading-justice-scale-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Calm Emotions"},"plutonium":{"page":"spells.html","source":"PHB","hash":"calm%20emotions_phb","propDroppable":"spell"}},"effects":[],"_id":"Nn8DKDD0qkE1bsIA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999767,"modifiedTime":1695376999767,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

\n

Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

\n

Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

\n

Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"4LU5SBbExKvwrDzA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999801,"modifiedTime":1695376999801,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Опутывание","type":"spell","system":{"description":{"value":"

Из точки в пределах дистанции на площади квадрата с длиной стороны в 20 футов вырастают цепкие травы и плети. Пока заклинание активно, эти растения превращают землю в труднопроходимую местность.

\n

Существа, находящиеся в этой области, когда вы накладываете заклинание, должны преуспеть в спасброске Силы, иначе они @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживаются } растениями до окончания действия заклинания. Обездвиженное растениями существо может действием совершать проверки Силы против СЛ Ваших заклинаний. При успехе оно освобождается.

\n

Когда заклинание оканчивается, вызванные растения увядают.

","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":1,"max":"1","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":"str","dc":null,"scaling":"cha"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/tentacles/tentacle-earth-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Entangle"},"plutonium":{"page":"spells.html","source":"PHB","hash":"entangle_phb","propDroppable":"spell"}},"effects":[],"_id":"IgXJjvfQrQyVg196","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999828,"modifiedTime":1695376999828,"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":"nOa7iWCU7KzoBWyQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999860,"modifiedTime":1695376999860,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Искусство друидов","type":"spell","system":{"description":{"value":"

Пошептавшись с духами природы, вы создаёте один из следующих эффектов в пределах дистанции:

\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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":0,"school":"trs","components":{"vocal":true,"somatic":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/nature/lotus-glow-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Druidcraft"},"plutonium":{"page":"spells.html","source":"PHB","hash":"druidcraft_phb","propDroppable":"spell"}},"effects":[],"_id":"LQuYNajBLEYVFY86","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999895,"modifiedTime":1695376999895,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Бесследное передвижение","type":"spell","system":{"description":{"value":"

От вас начинает исходить покров теней и тишины, скрывающий вас и Ваших спутников от обнаружения. Пока заклинание активно, все существа, выбранные вами в пределах 30 футов (включая вас) получают бонус +10 к проверкам Ловкости (Скрытность), и их нельзя выследить без помощи магии. Существо, получившее этот бонус, не оставляет за собой следов.

","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":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":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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/stealth-hide-beast-eyes-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Pass without Trace"},"plutonium":{"page":"spells.html","source":"PHB","hash":"pass%20without%20trace_phb","propDroppable":"spell"}},"effects":[],"_id":"eNJ4TKj8OxOWcS3M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999938,"modifiedTime":1695376999938,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

  • At will: @UUID[Actor.K1zTwqBGyK8UWORa.Item.nOa7iWCU7KzoBWyQ], @UUID[Actor.K1zTwqBGyK8UWORa.Item.LQuYNajBLEYVFY86], @UUID[Actor.K1zTwqBGyK8UWORa.Item.eNJ4TKj8OxOWcS3M]

  • 1/day each: @UUID[Actor.K1zTwqBGyK8UWORa.Item.Nn8DKDD0qkE1bsIA], @UUID[Actor.K1zTwqBGyK8UWORa.Item.4LU5SBbExKvwrDzA], @UUID[Actor.K1zTwqBGyK8UWORa.Item.IgXJjvfQrQyVg196]

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Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

Goblinoids.

Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.

Followers of Hruggek.

Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.

Venal Ambushers.

Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.

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If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ([[/r 2d6]]) damage from the attack.

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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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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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Базовой характеристикой Призрачного лиса является Харизма (Сл спасброска от заклинания 15). Дриада может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

  • At will: @Compendium[sc-spells.sc spells.jW9pNNRqVWvaLsYl]{Друидизм/Druidcraft}, @UUID[Compendium.sc-spells.sc spells.Item.oL2gzIuR7xZZdMmV]{Туманный шаг/Misty Step}, @UUID[Compendium.sc-spells.sc spells.Item.zpLTjuRzFWZoodNK]{Терновый хлыст/Thorn Whip}

  • 1/day each: @UUID[Compendium.sc-spells.sc spells.Item.7LmAdtGPHpmVKaBD]{Замешательство/Confusion}, @Compendium[sc-spells.sc spells.LdO1B41coMqmESeB]{Пляшущие огоньки/Dancing Lights}, @Compendium[sc-spells.sc spells.8PoZbPsMWsKQuk8d]{Обнаружение зла и добра/Detect Evil and Good}, @Compendium[sc-spells.sc spells.dGAlxZBNvWf8j5Za]{Обнаружение мыслей/Detect Thoughts}, @Compendium[sc-spells.sc spells.uu9DvOincsQXWUrH]{Рассеивание магии/Dispel Magic}, @Compendium[sc-spells.sc spells.bA6bnVMkNtApX2gL]{Опутывание/Entangle}, @Compendium[sc-spells.sc spells.t5VOtEWj2WHRLeU3]{Полёт/Fly}, @Compendium[sc-spells.sc spells.Zkki6DFbTDSUgiIe]{Сила фантазма/Phantasmal Force}, @Compendium[sc-spells.sc spells.XcJXbDFUoKeGyAF9]{Полиморф/Polymorph}, @Compendium[sc-spells.sc spells.eWG3ieKFnqemQmo4]{Сон/Sleep}

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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":1698329046867,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2100000,"_id":"L5sxSm5MTmiCw79N"},{"_id":"dkphiXwSqaBmuzsx","name":"Общение со зверьми и растениями/Speak with Beasts and Plants","type":"feat","system":{"description":{"value":"

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

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Призрачный лис 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 15, 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 Призрачного лиса, 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 этого Призрачного лиса на следующие 24 часа.

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

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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.

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

\n\n
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\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"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":"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/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":"2.3.1","coreVersion":"11.313","createdTime":1695760483879,"modifiedTime":1698329589602,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"6WxLfIYcjIvoNEgo","sort":0},{"name":"Терновый хлыст/Thorn Whip","type":"spell","system":{"description":{"value":"
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Вы создаёте длинный хлыст, похожий на лиану, усеянную шипами. По вашему приказу он хлещет существо в пределах дистанции. Совершите атаку заклинанием в ближнем бою по цели. При попадании существо получает [[/r 1d6]] колющего урона. Если это существо крупного размера или меньше, вы притягиваете это существо к себе на 10 футов или менее.

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Урон заклинания увеличивается на  [[/r 1d6]], когда вы достигаете 5-го ([[/r 2d6]]), 11-го ([[/r 3d6]]) и 17-го уровня ([[/r 4d6]]).

\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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","piercing"]],"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":"the stem of a plant with thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"img":"icons/magic/nature/vines-thorned-glow-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thorn%20whip_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.zpLTjuRzFWZoodNK"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760487425,"modifiedTime":1698329514250,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"S2JaMdzn2Z2L30jH","sort":0},{"name":"Замешательство/Confusion","type":"spell","system":{"description":{"value":"
\n

Заклинание затуманивает разум существ, вызывая у них бред и провоцируя на неуправляемые действия. Каждое существо в пределах сферы радиусом 10 футов вокруг выбранной вами точки в пределах дистанции должно пройти испытание Мудрости, при провале оно попадает под влияние заклинания.

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 Под влиянием заклинания цель не может совершать ответные действия и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить, как она поведёт себя в этот ход.

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Поведение замешательства
[[/r d10]]Поведение 
1Цель тратит всю свою скорость на перемещение в случайном направлении. Чтобы определить направление, бросьте [[/r d8]], назначив направление для каждого значения. В этот ход существо не совершает действие. 
2-6Цель не перемещается и не совершает действий в этот ход.
7-8Цель использует действие, чтобы совершить атаку ближнего боя по случайно выбранному существу в пределах зоны досягаемости. Если в зоне досяга емости нет существ, цель ничего не делает в этот ход 
9-10Цель перемещается и действует как обычно.
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В конце каждого своего хода цель может пройти испытание Мудрости. При успехе заклинание прекращает действовать на неё.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, радиус сферы увеличивается на 5 футов за каждый круг ячейки выше 4-го.
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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.7LmAdtGPHpmVKaBD"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760478463,"modifiedTime":1698329638277,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Ni9UhjTRAFmmolgx","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.

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","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":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":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":"innate","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":1698329523926,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uJhG98php1L1AwWw","sort":0},{"name":"Обнаружение зла и добра/Detect Evil and Good","type":"spell","system":{"description":{"value":"
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Пока длится заклинание, вы знаете, есть ли в пределах 30 футов от вас аберрация, бестия, небожитель, нежить, фея или элементаль, а также местонахождение этого существа. Аналогично вы узнаёте, если в пределах 30 футов есть место или объект, магически освящённый или осквернённый. Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

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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":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":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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479370,"modifiedTime":1698329533365,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"P1GKTtp30za1CwbS","sort":0},{"name":"Обнаружение мыслей/Detect Thoughts","type":"spell","system":{"description":{"value":"
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Пока длится заклинание, вы можете прочесть мысли некоторых существ. Когда вы сотворяете это заклинание или в качестве действия в каждый ваш ход, вы можете сфокусировать свой разум на одном существе, которое видите в пределах 30 футов от вас. Если у выбранного вами существа Интеллект 3 или ниже или оно не говорит ни на одном языке, заклинание на него не действует

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Вы сперва узнаете поверхностные мысли существа что у него на уме в данный момент. В качестве действия вы можете либо переключить внимание на мысли другого существа, либо попытаться проникнуть глубже в разум того же существа. Если вы проникаете глубже, цель должна пройти испытание Мудрости. При провале вы понимаете ее рассуждения (если есть), эмоциональное состояние и то, что для нее важно (например, что ее волнует, что она любит или ненавидит). При успехе заклинание прекращает действовать. В любом случае цель узнаёт, что вы читали её мысли. Если вы не переключитесь на мысли другого существа, цель может использовать действие в свой ход, чтобы пройти проверку Интеллекта в состязании с вашей проверкой Интеллекта; при успехе цели заклинание прекращает действовать.

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Вопросы, заданные цели вслух, могут естественным образом направить течение её мыслей, так что заклинание особенно полезно при допросе.

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Вы также можете использовать его, чтобы обнаружить присутствие мыслящих существ, которых не видите. Когда вы сотворяете это заклинание или в качестве действия, пока оно длится, вы можете поискать чужие мысли в пределах 30 футов от вас. Заклинание проходит через большинство препятствий. Его блокируют 2 фута камня, 2 дюйма обычного металла или тонкий лист свинца. Нельзя обнаружить мысли существа с Интеллектом 3 или ниже или такого, которое не говорит ни на одном языке.

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Обнаружив присутствие существа таким образом, вы можете читать его мысли до конца длительности заклинания, как описано выше, даже если не видите цель, но только пока она остаётся в пределах дистанции.

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","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"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":"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":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.dGAlxZBNvWf8j5Za"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479456,"modifiedTime":1698329597208,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"ubMsa3AZHhjijjCS","sort":0},{"name":"Рассеивание магии/Dispel Magic","type":"spell","system":{"description":{"value":"
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Выберите одно существо, объект или магический эффект в пределах дистанции. Любое заклинание 3-го круга или ниже, наложенное на цель, прекращает действовать. Для каждого заклинания 4-го круга или выше пройдите проверку своей заклинательной характеристики. СЛ равна 10+ круг заклинания. При успехе заклинание прекращает действовать.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, вы автоматически рассеиваете те заклинания, наложенные на цель, чей круг ниже или равен кругу использованной вами ячейки.
\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":120,"long":null,"units":"ft"},"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":3,"school":"abj","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/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.uu9DvOincsQXWUrH"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479607,"modifiedTime":1698329617623,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"QdVdvbgTLjKBbLUX","sort":0},{"name":"Опутывание/Entangle","type":"spell","system":{"description":{"value":"
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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.

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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.

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Когда заклинание прекращает действовать, созданные растения увядают.

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","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":1,"max":"1","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":1698329544567,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"a1yGxn0JmwuV2TVs","sort":0},{"name":"Полёт/Fly","type":"spell","system":{"description":{"value":"
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Прикоснитесь к согласному существу. Цель получает скорость полёта 60 футов, пока длится заклинание. Когда заклинание прекращает действовать, цель падает, если находилась в воздухе и не смогла избежать падения.

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На высоких кругах.

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

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","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"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":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.t5VOtEWj2WHRLeU3"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760480902,"modifiedTime":1698329628511,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"OXQ43bnd2hmshahD","sort":0},{"name":"Сила фантазма/Phantasmal Force","type":"spell","system":{"description":{"value":"
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Вы создаёте иллюзию, и она укореняется в разуме существа, которое вы видите в пределах дистанции. Цель должна пройти испытание Интеллекта. При провале вы создаёте фантазм объекта, существа или иного видимого явления на ваш выбор размером не более 10-футового куба. Его наблюдает только цель и только пока длится заклинание. Заклинание не действует на нежить и конструкции.

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Фантазм также воспроизводит звуки, температуру и прочие признаки, которые воспринимает только цель

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Цель может использовать действие, чтобы изучить образ, пройдя проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. При успехе существо распознаёт иллюзию, и заклинание прекращает действовать.

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Пока заклинание влияет на цель, та воспринимает фантазм как реальность. Цель находит объяснения странным результатам взаимодействия с образом. К примеру, если цель пытается пройти по иллюзорному мосту через провал, она упадёт, провалившись сквозь него. Если цель переживёт падение, она будет считать, что мост всё же реален, а упала она по другой причине — ее толкнули, она поскользнулась, сильный ветер сдул ее, и тому подобное.

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Цель настолько убеждена в реальности фантазма, что может даже получать от него урон. Фантазм, созданный в виде существа, может атаковать цель. Аналогично, если фантазм выглядит как пламя, кислота или лава, он может обжечь цель. Каждый раунд в ваш ход фантазм может нанести цели [[/r 1d6]] психического урона, если она в области фантазма или в пределах 5 футов от него и если иллюзия выглядит как существо или опасность, которые наносят урон. Цель считает, что получила урон того типа, который соответствует иллюзии.

\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":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":2,"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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/slimes/slime-giant-face-eyes.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"phantasmal%20force_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Zkki6DFbTDSUgiIe"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760484402,"modifiedTime":1698329607107,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"euuVdBeDmv50xw1i","sort":0},{"name":"Сон/Sleep","type":"spell","system":{"description":{"value":"
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Заклинание погружает существ в магическую дрёму.
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Бросьте [[/r 5d8]]; результат укажет, на существ с каким суммарным количеством ПЗ влияет это заклинание.
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Существа в пределах 20 футов от выбранной вами точки в пределах дистанции подпадают под действие заклинания в порядке возрастания их текущих П3 (игнорируя существ @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{без сознания}).
\n
 
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Начиная с существа с наименьшими текущими П3, каждое существо, попавшее под действие заклинания,  @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{теряет сознание}, пока длится заклинание. Существо приходит в сознание, если получает урон или кто-то использует действие, чтобы разбудить его. Вычитайте П3 каждого существа из результата броска, прежде чем перейти к следующему существу в порядке возрастания ПЗ. Количество ПЗ существа должно быть равно или меньше остатка результата, чтобы заклинание подействовало на это существо.
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На нежить и существ с невосприимчивостью к @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} это заклинание не действует.
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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 2d8]] за каждый круг ячейки выше 1-го.
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","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"img":"icons/magic/control/sleep-bubble-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sleep_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.eWG3ieKFnqemQmo4"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760486374,"modifiedTime":1698329553882,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"MjLsQZaP5vcqQI9B","sort":0},{"_id":"dTGtqTlNjAZFMo4h","name":"Путешествие через деревья/Tree Stride","type":"feat","system":{"description":{"value":"

Один раз в свой ход Призрачный лис 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"},"core":{"sourceId":"Actor.KWhk9HtUvpHD4wvD.Item.nb5RihSLIBe2t308"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698329704662,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1698328785031,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Скелет минотавра/Minotaur Skeleton","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"minotaur%20skeleton_mm"},"core":{}},"_id":"3hHdfVP7huUNhOLg","img":"foundryvtt-static/tokens/minotaur-skeleton.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":67,"max":67,"temp":0,"tempmax":0,"formula":"9d10 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","public":""},"alignment":"lawful evil","race":"","type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"Underdark","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":["bludgeoning"],"bypasses":[],"custom":""},"ci":{"value":["exhaustion","poisoned"],"custom":""},"languages":{"value":["abyssal"],"custom":"understands Abyssal but can't speak"}},"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":"Скелет минотавра","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/minotaur-skeleton.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":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 17 ([[/r 2d12 + 4]]) slashing damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":7,"price":{"value":30,"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":[["2d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greataxe","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":1},"name":"Greataxe","type":"weapon","img":"icons/weapons/axes/axe-double.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greataxe"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greataxe_minotaur%20skeleton_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"zE6tLOoZVG5SK19t","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376958775,"modifiedTime":1695376958775,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) piercing damage.

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If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @condition[prone].

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is @condition[grappled] (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

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A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

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A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp.

A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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Summoned by the \"Skull\" card from the @item[Deck of Many Things].

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The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 ([[/r 1d8 + 3]]) slashing damage plus 4 ([[/r 1d8]]) necrotic damage.

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The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"DMG","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":[["1d10","force"]],"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/control/debuff-energy-snare-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"DMG","hash":"incorporeal%20movement_avatar%20of%20death_dmg_dmg"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376863365,"modifiedTime":1695376863365,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bswmGFWnaWIH2qTw","name":"Turn Immunity","type":"feat","system":{"description":{"value":"

The avatar is immune to features that turn undead.

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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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d10 + 4]]) piercing damage plus 3 ([[/r 1d6]]) fire damage.

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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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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 7 ([[/r 1d10 + 2]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 ([[/r 4d8]]) 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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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider ignores movement restrictions caused by webbing.

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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.

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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.

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Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.

Hearts of Ice.

Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.

Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate.

Reavers of the Storm.

The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.

Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.

Rulers by Might.

Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.

When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides.

Make War, Not Goods.

Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option.

Weighted Net.

Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Source: SKT, page 246
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The giant makes two greataxe attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 25 ([[/r 3d12 + 6]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+9]]{+9} to hit, range 60/240 ft., one target. Hit: 28 ([[/r 4d10 + 6]]) bludgeoning damage.

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Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.

High and Mighty.

Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.

Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.

Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.

Affluent Princes.

Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.

They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage sized produce and magic beans are spread in the mortal realm.

As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions.

Children of the Trickster.

The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction.

Wealth and Power.

A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.

However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.

Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p245[–]

Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options.

Fling.

The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 ([[/r 1d8]]) bludgeoning damage for every 10 feet it was thrown.

Wind Aura.

A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Source: SKT, page 245
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The giant makes two morningstar attacks.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 10 ft., one target. Hit: 21 ([[/r 3d8 + 8]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+12]]{+12} to hit, range 60/240 ft., one target. Hit: 30 ([[/r 4d10 + 8]]) bludgeoning 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":60,"long":240,"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":[["4d10 + @mod","bludgeoning"]],"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":"Rock","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/earth/projectile-spiked-stone-boulder-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"rock_cloud%20giant_mm_mm"}},"effects":[],"_id":"Y1jIP5WlOHJKpTss","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900432,"modifiedTime":1695376900432,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ps1i1IvmEBaD9ssu","name":"Keen Smell","type":"feat","system":{"description":{"value":"

The giant 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_cloud%20giant_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900432,"modifiedTime":1695376900432,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"wJ4PbaO8YFhRlm82","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900467,"modifiedTime":1695376900467,"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":"BShFdVNn8Yo8yNar","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900494,"modifiedTime":1695376900494,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Падение пёрышком","type":"spell","system":{"description":{"value":"

Выберите до пяти падающих существ в пределах дистанции. До окончания действия заклинания их скорость падения уменьшается до 60 футов в раунд. Если такое существо приземлится до окончания заклинания, оно не получает урон от падения и может приземлиться на ноги, и тогда заклинание оканчивает действие на него.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"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":1,"school":"trs","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small feather or a piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/materials/feather-white-glowing-fire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Feather Fall"},"plutonium":{"page":"spells.html","source":"PHB","hash":"feather%20fall_phb","propDroppable":"spell"}},"effects":[],"_id":"6RGBt3xACeLDwlnK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900512,"modifiedTime":1695376900512,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"H2HHyO2m6OQ4p474","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900541,"modifiedTime":1695376900541,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманный шаг","type":"spell","system":{"description":{"value":"

Окутавшись серебристым туманом, вы телепортируетесь на 30 футов в свободное пространство, видимое вами.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":0,"long":null,"units":"self"},"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":2,"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Misty Step"},"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"}},"effects":[],"_id":"nncNtRIcbEHmsMcQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900589,"modifiedTime":1695376900589,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Телекинез","type":"spell","system":{"description":{"value":"

Вы получаете способность перемещать силой мысли существ и предметы, а также манипулировать ими. Когда вы накладываете это заклинание, а также в каждом последующем раунде, новым действием, вы можете воздействовать на одно существо или предмет, видимый в пределах дистанции, вызывая один из описанных ниже эффектов. Вы можете действовать на одну и ту же цель, а можете каждый раз выбирать новую. Если вы меняете цель, предыдущая перестаёт быть под действием этого заклинания.

\n

Существо. Вы можете попытаться переместить существо с размером не больше Огромного. Совершите проверку своей базовой характеристики, противопоставив её проверке Силы существа. Если вы выиграете проверку, вы перемещаете существо на 30 фт. в любом направлении, включая вверх, но не за пределы дистанции заклинания. До конца Вашего следующего хода существо @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживается} телекинетической хваткой. Существо, поднятое вверх, висит в воздухе.

\n

В последующих раундах вы можете действием пытаться поддерживать телекинетический захват существа, повторяя встречную проверку.

\n

Предмет. Вы можете попытаться переместить предмет, весящий до 1 000 фунтов. Если предмет не несут и не носят, вы автоматически перемещаете его на 30 фт. в любом направлении, но не за пределы дистанции заклинания.

\n

Если предмет несёт или носит существо, вы должны совершить проверку базовой характеристики, противопоставив её проверке Силы существа. Если вы выиграете проверку, вы вырываете предмет у этого существа, и можете переместить его на 30 фт. в любом направлении, но не за пределы дистанции заклинания.

\n

Вы очень хорошо контролируете предмет телекинетической хваткой, так что можете манипулировать простыми инструментами, открывать двери и контейнеры, доставать и убирать предметы из открытых контейнеров, а также выливать содержимое сосудов.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","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":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":5,"school":"trs","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/skills/toxins/cup-goblet-poisoned-spilled.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Telekinesis"},"plutonium":{"page":"spells.html","source":"PHB","hash":"telekinesis_phb","propDroppable":"spell"}},"effects":[],"_id":"XMTLahMStCmOGFSo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900626,"modifiedTime":1695376900626,"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":"1YUHgjiBVNtXnfhz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900656,"modifiedTime":1695376900656,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманное облако","type":"spell","system":{"description":{"value":"

Вы создаете сферу с радиусом 20 фт. из тумана с центром на точке в пределах дистанции. Сфера обходит углы, и ее пространство — сильно заслоненная местность. Она существует до окончания действия заклинания, или пока ее не рассеет ветер (со скоростью как минимум 10 миль в час).

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, радиус тумана увеличивается на 20 футов за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"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":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/tech/smoke-spout-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fog Cloud"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fog%20cloud_phb","propDroppable":"spell"}},"effects":[],"_id":"hPyko904xx4hmMDF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900677,"modifiedTime":1695376900677,"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.

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Innate Spellcasting.

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.1YUHgjiBVNtXnfhz], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.hPyko904xx4hmMDF], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.Ui57IXSuGsRUqVts]

  • 3/day each: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.6RGBt3xACeLDwlnK], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.H2HHyO2m6OQ4p474], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.nncNtRIcbEHmsMcQ], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.XMTLahMStCmOGFSo]

  • 1/day each: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.wJ4PbaO8YFhRlm82], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.BShFdVNn8Yo8yNar]

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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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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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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.

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При помощи телепатии существо может магическим образом общаться со всеми другими существами в пределах 60 футов.

","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/control/energy-stream-link-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20telepathy_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396344895,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2l8q2brz2mQA14UY","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,"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"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396372501,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Chaotic Aura","type":"feat","system":{"description":{"value":"

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.

","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%20chaotic%20aura_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"B6hhE7qVEpIMBysB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396063279,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping Plants","type":"feat","system":{"description":{"value":"

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.

","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%20grasping%20plants_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"WsYbuEUQ14A4YQyT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396063279,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

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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":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.

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

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

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

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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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","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":60,"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":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"кокон гусеницы","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":1695396493233,"modifiedTime":1695396493233,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063199,"modifiedTime":1695396550100,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"KitrMGRdzdFhOwLt","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Дэва/Deva","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"deva_mm"},"core":{}},"_id":"KwhtjfKEf5MC6ZZA","img":"foundryvtt-static/tokens/deva.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":136,"max":136,"temp":0,"tempmax":0,"formula":"16d8 + 64"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":90,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"

An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Deva.

Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.

Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.

","public":""},"alignment":"lawful good","race":"","type":{"value":"celestial","subtype":"","swarm":"","custom":""},"environment":"","cr":10,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["radiant","bludgeoning","piercing","slashing"],"bypasses":["mgc"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened"],"custom":""},"languages":{"value":["common","aarakocra","abyssal","aquan","auran","celestial","deep","draconic","druidic","dwarvish","elvish","giant","gith","gnomish","goblin","gnoll","halfling","ignan","infernal","orc","primordial","sylvan","terran","cant","undercommon"],"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":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":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":"Дэва","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/deva.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":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 deva makes two melee 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_deva_mm_mm"}},"effects":[],"_id":"ouRyhocn35EDuyBZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) bludgeoning damage plus 18 ([[/r 4d8]]) radiant damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":4,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":[["1d6 + @mod","bludgeoning"],["4d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":1},"name":"Mace","type":"weapon","img":"icons/weapons/maces/mace-flanged-steel.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mace"},"plutonium":{"page":"monsterAction","source":"MM","hash":"mace_deva_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"oSrPFrQMgzWZ19Ne","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Healing Touch","type":"feat","system":{"description":{"value":"

The deva touches another creature. The target magically regains 20 ([[/r 4d8 + 2]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","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":3,"max":"3","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(3%2fday)_deva_mm_mm"}},"effects":[],"_id":"Db480LUtHlomlYb9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less 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 deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

","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_deva_mm_mm"}},"effects":[],"_id":"6EXmaxOl3CFUrPzn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"slDa3pnssbqLhFht","name":"Angelic Weapons","type":"feat","system":{"description":{"value":"

The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra [[/r 4d8]] radiant damage (included in the attack).

","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":[["4d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_deva_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BgL87Fdwm8xwMkbn","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The deva 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_deva_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Общение","type":"spell","system":{"description":{"value":"

Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"XpyuGCPRg3s0AtyP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905178,"modifiedTime":1695376905178,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Оживление","type":"spell","system":{"description":{"value":"

Вы возвращаете к жизни мёртвое существо, которого касаетесь, при условии, что оно мертво не более 10 дней. Если душа этого существа может воссоединиться с телом и хочет этого, существо воскрешается с 1 хитом.

\n

Это заклинание также нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт. Это заклинание не может оживить нежить.

\n

Это заклинание исцеляет все раны, но не восстанавливает отсутствующие части тела. Если у существа отсутствуют жизненно важные части тела — например, голова — заклинание автоматически проваливается.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","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":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Raise Dead"},"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"}},"effects":[],"_id":"rn8oXfBWmw1QEUq7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905208,"modifiedTime":1695376905208,"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":"VElmPjjpUQ9d2JGD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905231,"modifiedTime":1695376905231,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

  • At will: @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.VElmPjjpUQ9d2JGD]

  • 1/day each: @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.XpyuGCPRg3s0AtyP], @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.rn8oXfBWmw1QEUq7]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_deva_mm_mm"}},"effects":[],"_id":"lfgt2aoxBZGrNcC5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905251,"modifiedTime":1695376905251,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376904916,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Стая жуков/Swarm of Beetles","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20beetles_mm"},"core":{}},"_id":"Dcus6VwrpdvLhoIl","img":"foundryvtt-static/tokens/swarm-of-beetles.webp","system":{"abilities":{"str":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":5,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.

A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Secrets of Undeath.

No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.

A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.

With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.

Soul Sacrifices.

A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the @spell[imprisonment] spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a @spell[dispel magic] cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.

A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.

Death and Restoration.

When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location.

Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself.

Lonely Existence.

From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair.

Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King.

Magic Collectors.

Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack.

Undead Nature.

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

A Lich's Lair.

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions[–]

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

  • The lich rolls a [[/r d8]] and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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Melee Spell Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) cold damage. The target must succeed on a DC 18 Constitution saving throw or be @condition[paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

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If it has a phylactery, a destroyed lich gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

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The lich has advantage on saving throws against any effect that turns undead.

","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/skills/toxins/poison-bottle-corked-fire-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"turn%20resistance_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VSDuclZIjtyvLy67","name":"Cantrip","type":"feat","system":{"description":{"value":"

The lich casts a cantrip.

","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/sundries/documents/document-symbol-eye.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"cantrip_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xDJmthReI13V52Oe","name":"Paralyzing Touch","type":"feat","system":{"description":{"value":"

The lich uses its Paralyzing Touch.

","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.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"paralyzing%20touch_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tRKsReX2x3CG5k2s","name":"Frightening Gaze","type":"feat","system":{"description":{"value":"

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become @condition[frightened] for 1 minute. The @condition[frightened] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

","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":"wis","dc":18,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"frightening%20gaze_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jSj0hu4zlV96yJfG","name":"Disrupt Life","type":"feat","system":{"description":{"value":"

Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 ([[/r 6d6]]) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"disrupt%20life_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The lich 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 lich regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.VSDuclZIjtyvLy67]{Cantrip}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.xDJmthReI13V52Oe]{Paralyzing Touch}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.tRKsReX2x3CG5k2s]{Frightening Gaze}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.jSj0hu4zlV96yJfG]{Disrupt Life}
\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":"9Tc78nTl8cJr0UJZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich rolls a d8 and regains a spell ...","type":"feat","system":{"description":{"value":"

The lich rolls a [[/r d8]] and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

","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%20lich%20rolls%20a%20d8%20and%20regains%20a%20spell%20..._lich_mm_mm"}},"effects":[],"_id":"TdryuFwdlJCXh1AR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich targets one creature it can see ...","type":"feat","system":{"description":{"value":"

The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.

","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":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20the%20lich%20targets%20one%20creature%20it%20can%20see%20..._lich_mm_mm"}},"effects":[],"_id":"T13Z9sicrZSjWjNJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich calls forth the spirits of ...","type":"feat","system":{"description":{"value":"

The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

","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":[["15d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20the%20lich%20calls%20forth%20the%20spirits%20of%20..._lich_mm_mm"}},"effects":[],"_id":"q3mCAgjLh6i6TQPu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"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":"tnBPhv3crtQFIHEk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950263,"modifiedTime":1695376950263,"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":"FHPT90OuiOO0TPz9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950282,"modifiedTime":1695376950282,"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":"tgt9SYBP98KaVrcM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950312,"modifiedTime":1695376950312,"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":"Oq564YUrLTbUKlaV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950331,"modifiedTime":1695376950331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"jM0Wx9XABQp0Rknp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950352,"modifiedTime":1695376950352,"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":"EYA2twUo1eHkRzc4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950374,"modifiedTime":1695376950374,"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":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"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":"kdnyJ9fp9xUcUU1K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950411,"modifiedTime":1695376950411,"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":"6xhTGPW3jNlCU8aL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950442,"modifiedTime":1695376950442,"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":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":"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":"prepared","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":"o9vK5vAAZxevW8O4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950472,"modifiedTime":1695376950472,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Melf's Acid Arrow","type":"spell","system":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes [[/r 4d4]] acid damage immediately and [[/r 2d4]] acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by [[/r 1d4]] for each slot level above 2nd.

","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":90,"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":[["4d4[immediate]","acid"],["(@item.level)d4[end of turn]","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/weapons/ammunition/arrow-broadhead-bent-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"melf's%20acid%20arrow_phb","propDroppable":"spell"}},"effects":[],"_id":"BaxExmeUptxI4muu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950504,"modifiedTime":1695376950504,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"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":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"fpetJmuxjLmhjfU7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950539,"modifiedTime":1695376950539,"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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"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":"V0K1fRPF5pZIidX0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950574,"modifiedTime":1695376950574,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Контрзаклинание","type":"spell","system":{"description":{"value":"

Вы пытаетесь прервать процесс накладывания заклинания. Если существо сотворяет заклинание 3 уровня или ниже, его заклинание проваливается, и не оказывает никакого эффекта. Если оно накладывало заклинание 4 круга или выше, совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе заклинание проваливается и не оказывает никакого эффекта.

\n

На больших уровнях.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, заклинание существа не срабатывает, если его уровень не превышает уровня использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"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":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Counterspell"},"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"}},"effects":[],"_id":"s2VVGFdYtYaqbAM5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950621,"modifiedTime":1695376950621,"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":"WRKoUraYKA1NflDT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950651,"modifiedTime":1695376950651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный шар","type":"spell","system":{"description":{"value":"

Яркий луч вылетает из Вашего указательного пальца в точку, выбранную вами в пределах дистанции, где и происходит взрыв пламени с гулким рёвом. Все существа в пределах сферы с радиусом 20 футов с центром в этой точке должны совершить спасбросок Ловкости. Цель получает урон огнём [[/r 8d6]] при провале или половину этого урона при успехе. Этот огонь огибает углы. Он воспламеняет горючие предметы, 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"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":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fireball"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"}},"effects":[],"_id":"1MKo6fMPzEBON8pJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950699,"modifiedTime":1695376950699,"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":"mKSuDHCXW9CYnS33","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950741,"modifiedTime":1695376950741,"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":"E5uFNfLP3663x1HH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950779,"modifiedTime":1695376950779,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Облако смерти","type":"spell","system":{"description":{"value":"

Вы создаёте сферу с радиусом 20 футов из ядовитого жёлто-зелёного тумана с центром на точке, выбранной вами в пределах дистанции. Этот туман огибает углы. Он существует, пока активно заклинание, или пока сильный ветер его не развеет, окончив длительность. Его пространство — @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{сильно заслонённая местность}.

\n

Когда существо впервые за ход входит в область заклинания или начинает там ход, оно должно совершить спасбросок Телосложения. Существо получает урон ядом [[/r 5d8]] при провале или половину этого урона в случае успеха. Существо попадает под действие заклинания даже если задерживает дыхание или вообще не должно дышать.

\n

Облако в начале каждого Вашего хода перемещается на 10 футов прочь от вас, катясь по поверхности. Испарения, будучи тяжелее воздуха, стекаются вниз, и даже могут проникать в отверстия.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] 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":120,"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":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/creatures/slimes/slime-movement-swirling-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cloudkill"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cloudkill_phb","propDroppable":"spell"}},"effects":[],"_id":"SEbRXP2tMScQ51QB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950826,"modifiedTime":1695376950826,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"4j2O6eAxfkoeRe8k","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950874,"modifiedTime":1695376950874,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Распад","type":"spell","system":{"description":{"value":"

Тонкий зелёный луч вылетает из Вашего указательного пальца в цель, которую вы видите в пределах дистанции. Цель может быть существом, предметом или творением из магической силы, например, стеной, созданной заклинанием Силовая стена.

\n

Существо, ставшее целью этого заклинания, должно совершить спасбросок Ловкости. При провале оно получает урон силовым полем [[/r 10d6 + 40]]. Если этот урон опускает хиты цели до 0, она распадается.

\n

Распавшееся существо, а также всё, что оно несло и носило, кроме магических предметов, превращается в кучку мелкого серого порошка. Такое существо можно вернуть к жизни только посредством заклинания Истинное воскрешение или Исполнение желаний.

\n

Это заклинание вызывает автоматический распад немагических предметов и творений из магической силы с размером не больше Большого. Если цель — предмет или творение из магической силы с размером Огромное или больше, заклинание вызывает распад его части в кубе с длиной ребра 10 футов. На магические предметы это заклинание не действует.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, урон увеличивается на [[/r 3d6]] за каждый уровень ячейки выше 6-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":"","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":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":6,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"3d6"}},"img":"icons/magic/earth/strike-body-stone-crumble.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disintegrate"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disintegrate_phb","propDroppable":"spell"}},"effects":[],"_id":"Mhu5AxsxEyWfKXVh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950919,"modifiedTime":1695376950919,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сфера неуязвимости","type":"spell","system":{"description":{"value":"

Вокруг вас возникает неподвижный слабо мерцающий барьер с радиусом 10 футов, существующий, пока активно заклинание.

\n

Все заклинания 5 уровня и ниже, наложенные снаружи барьера, не могут подействовать на существ и предметы, находящиеся внутри, даже если заклинание наложено с помощью ячейки большего уровня. Такие заклинания могут быть нацелены на существ и предметы, находящиеся внутри барьера, но не будут на них воздействовать. Пространство, защищённое барьером, тоже не включается в область действия таких заклинаний.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, барьер блокирует заклинания на один уровень выше за каждый уровень ячейки выше 6-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Globe of Invulnerability"},"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"}},"effects":[],"_id":"fOXLS3zC8rFJejqQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950966,"modifiedTime":1695376950966,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Перст смерти","type":"spell","system":{"description":{"value":"

Вы посылаете негативную энергию в видимое вами существо в пределах дистанции, вызывая у него сильную боль. Цель должна совершить спасбросок Телосложения. В случае провала она получает урон некротической энергией [[/r 7d8 + 30]], или половину этого урона в случае успеха. Гуманоид, убитый этим заклинанием, воскресает в начале Вашего следующего хода как зомби, постоянно находящийся под Вашим командованием и выполняющий Ваши устные команды.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":7,"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/death/hand-undead-skeleton-fire-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Finger of Death"},"plutonium":{"page":"spells.html","source":"PHB","hash":"finger%20of%20death_phb","propDroppable":"spell"}},"effects":[],"_id":"iPvUdyOMwYV27toE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951019,"modifiedTime":1695376951019,"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":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"int"},"level":7,"school":"con","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":"prepared","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":"CbWeHIlnf5XA2LDZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951090,"modifiedTime":1695376951090,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подчинение чудовища","type":"spell","system":{"description":{"value":"

Вы пытаетесь взять под контроль существо, которого видите в пределах дистанции. Существо должно преуспеть в спасброске Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} вами на время действия заклинания. Если вы или дружественные вам существа сражаются с ним, оно 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 9-го уровня, его длительность – концентрация, до 8 часов.

","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":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":8,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/skull-horned-goat-pentagram-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Monster"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20monster_phb","propDroppable":"spell"}},"effects":[],"_id":"gM0NzdnkbWlEd5Rq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951123,"modifiedTime":1695376951123,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"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/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"SByQD77hZmPpU0W6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951161,"modifiedTime":1695376951161,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: смерть","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, заставляющее существо, которое вы видите в пределах дистанции, мгновенно умереть. Если у выбранного вами существа не больше 100 хитов, он умирает. В противном случае это заклинание не оказывает никакого эффекта.

","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":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"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/sundries/documents/document-symbol-skull-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Kill"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20kill_phb","propDroppable":"spell"}},"effects":[],"_id":"nc7BxjOsrPb9zNCs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951208,"modifiedTime":1695376951208,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, [[/r 1d20+12]]{+12} to hit with spell attacks). The lich has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.eBf9ROE43vWvvZNg.Item.tnBPhv3crtQFIHEk], @UUID[Actor.eBf9ROE43vWvvZNg.Item.FHPT90OuiOO0TPz9], @UUID[Actor.eBf9ROE43vWvvZNg.Item.tgt9SYBP98KaVrcM]

  • 1st level (4 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.Oq564YUrLTbUKlaV], @UUID[Actor.eBf9ROE43vWvvZNg.Item.jM0Wx9XABQp0Rknp], @UUID[Actor.eBf9ROE43vWvvZNg.Item.EYA2twUo1eHkRzc4], @UUID[Actor.eBf9ROE43vWvvZNg.Item.kdnyJ9fp9xUcUU1K]

  • 2nd level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.6xhTGPW3jNlCU8aL], @UUID[Actor.eBf9ROE43vWvvZNg.Item.o9vK5vAAZxevW8O4], @UUID[Actor.eBf9ROE43vWvvZNg.Item.BaxExmeUptxI4muu], @UUID[Actor.eBf9ROE43vWvvZNg.Item.fpetJmuxjLmhjfU7]

  • 3rd level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.V0K1fRPF5pZIidX0], @UUID[Actor.eBf9ROE43vWvvZNg.Item.s2VVGFdYtYaqbAM5], @UUID[Actor.eBf9ROE43vWvvZNg.Item.WRKoUraYKA1NflDT], @UUID[Actor.eBf9ROE43vWvvZNg.Item.1MKo6fMPzEBON8pJ]

  • 4th level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.mKSuDHCXW9CYnS33], @UUID[Actor.eBf9ROE43vWvvZNg.Item.E5uFNfLP3663x1HH]

  • 5th level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.SEbRXP2tMScQ51QB], @UUID[Actor.eBf9ROE43vWvvZNg.Item.4j2O6eAxfkoeRe8k]

  • 6th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.Mhu5AxsxEyWfKXVh], @UUID[Actor.eBf9ROE43vWvvZNg.Item.fOXLS3zC8rFJejqQ]

  • 7th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.iPvUdyOMwYV27toE], @UUID[Actor.eBf9ROE43vWvvZNg.Item.CbWeHIlnf5XA2LDZ]

  • 8th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.gM0NzdnkbWlEd5Rq], @UUID[Actor.eBf9ROE43vWvvZNg.Item.SByQD77hZmPpU0W6]

  • 9th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.nc7BxjOsrPb9zNCs]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_lich_mm_mm"}},"effects":[],"_id":"J7nYyCJy39g1iRmS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951254,"modifiedTime":1695376951254,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376949976,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":19500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Эттин/Ettin","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ettin_mm"},"core":{}},"_id":"xmQvboxyZ2A7ix6X","img":"foundryvtt-static/tokens/ettin.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":85,"max":85,"temp":0,"tempmax":0,"formula":"10d10 + 30"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.

Dual Personality.

The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.

When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.

Solitary Lives.

As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.

An ettin's twin heads are always the same gender, with a body to match.

Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.

Two Heads are Better than One.

When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.

Orcish Ties.

In ancient dialects of Common, the word \"ettin\" translates as \"ugly giant.\" Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.

Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.

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The ettin makes two attacks: one with its battleaxe and one with its morningstar.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) piercing damage.

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The ettin has advantage on Wisdom (@skill[Perception]) checks and on saving throws against being @condition[blinded], @condition[charmed], @condition[deafened], @condition[frightened], @condition[stunned], and knocked @condition[unconscious].

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When one of the ettin's heads is asleep, its other head is awake.

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A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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The dog makes two bite attacks.

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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. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become @condition[poisoned] until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 ([[/r 1d10]]) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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The dog has advantage on Wisdom (@skill[Perception]) checks and on saving throws against being @condition[blinded], @condition[charmed], @condition[deafened], @condition[frightened], @condition[stunned], or knocked @condition[unconscious].

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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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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If the elk 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 7 ([[/r 2d6]]) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @condition[prone].

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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:

  • 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.
  • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
  • 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.

Regional Effects[–]

The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:

  • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the @spell[control weather] spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are @condition[charmed] by the kraken and aggressive toward intruders in the area.

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.

","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/construct-iron-stomping-yellow.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"siege%20monster_kraken_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BPBposunOYo92OAx","name":"Tentacle Attack or Fling","type":"feat","system":{"description":{"value":"

The kraken makes one tentacle attack or uses its Fling.

","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/magic/water/tendrils-ice-growth.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tentacle%20attack%20or%20fling_kraken_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2qBanmh0IEWg1Zlr","name":"Lightning Storm","type":"feat","system":{"description":{"value":"

The kraken uses Lightning Storm.

","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/lightning/bolts-forked-large-teal.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"lightning%20storm_kraken_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BBB2rhkVj4sduxet","name":"Ink Cloud","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":"attribute","target":"resources.legact.value","amount":3},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":23,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/bubbles-air-water-light.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"ink%20cloud_kraken_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
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.
\n\t\t\t
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.BPBposunOYo92OAx]{Tentacle Attack or Fling}
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.2qBanmh0IEWg1Zlr]{Lightning Storm}
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.BBB2rhkVj4sduxet]{Ink Cloud}
\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":"uD2qdpMZg2eeOXqw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A strong current moves through the kraken's ...","type":"feat","system":{"description":{"value":"

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.

","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":"con","dc":23,"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%20water%20in%20the%20kraken's%20lair%20becomes%20..._kraken_mm_mm"}},"effects":[],"_id":"lCUonpldO8hpuIru","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376948695,"modifiedTime":1695376948695,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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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Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.

Eternal Memories.

Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.

Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.

Gods in the Lake.

Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.

Enemies of the Gods.

The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.

Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

[–]

Could it be that the aboleths are older than the gods... that before the divine ones came to be, such horrors shaped the multiverse? Now there's a chilling thought.

— Vaqir Zekh'r, githzerai philosopher and author of The Far Realm: Real Yet Unreal

An Aboleth's Lair[–]

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

Lair Actions[–]

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The aboleth casts @spell[phantasmal force] (no components required) on any number of creatures it can see within 60 feet of it. While maintaining @status[concentration] on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked @condition[prone]. The aboleth can't use this lair action again until it has used a different one.
  • Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 ([[/r 2d6]]) psychic damage. The aboleth can't use this lair action again until it has used a different one.

Regional Effects[–]

The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
  • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature @condition[charmed] by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains @status[concentration], as if @status[concentration||concentrating] on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.

If the aboleth dies, the first two effects fade over the course of [[/r 3d10]] days.

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The aboleth makes three tentacle attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by @spell[heal] or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ([[/r 1d12]]) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 15 ([[/r 3d6 + 5]]) bludgeoning 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":[["3d6 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_aboleth_mm_mm"}},"effects":[],"_id":"HQEFHfFOuHnbBqFZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Enslave","type":"feat","system":{"description":{"value":"

The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically @condition[charmed] by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The @condition[charmed] target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

Whenever the @condition[charmed] target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

","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":3,"max":"3","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":"wis","dc":14,"scaling":"wis"},"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":"enslave%20(3%2fday)_aboleth_mm_mm"}},"effects":[],"_id":"Wlm3xQOsWywPEMca","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"d6qp6o6BgPwIfXrs","name":"Amphibious","type":"feat","system":{"description":{"value":"

The aboleth can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"C1BEtWotacM8FunW","name":"Mucous Cloud","type":"feat","system":{"description":{"value":"

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for [[/r 1d4]] hours. The diseased creature can breathe only underwater.

","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":14,"scaling":"wis"},"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":"monsterTrait","source":"MM","hash":"mucous%20cloud_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"48xlvEgORT0pM5uH","name":"Probing Telepathy","type":"feat","system":{"description":{"value":"

If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

","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-vortex-swirl-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"probing%20telepathy_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rZDZbjgWJC9x5DbP","name":"Detect","type":"feat","system":{"description":{"value":"

The aboleth 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_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dwECKZYVbMgZuMkk","name":"Tail Swipe","type":"feat","system":{"description":{"value":"

The aboleth makes one 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/magic/air/air-wave-gust-smoke-yellow.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tail%20swipe_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CzaYjH8dEuC09po","name":"Psychic Drain","type":"feat","system":{"description":{"value":"

One creature @condition[charmed] by the aboleth takes 10 ([[/r 3d6]]) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

","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":[["3d6","psychic"]],"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-spiral-teal-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"psychic%20drain_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The aboleth 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 aboleth regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.rZDZbjgWJC9x5DbP]{Detect}
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.dwECKZYVbMgZuMkk]{Tail Swipe}
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.6CzaYjH8dEuC09po]{Psychic Drain}
\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":"qxCoES8sMTssVAFQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The aboleth casts phantasmal force (no ...","type":"feat","system":{"description":{"value":"

The aboleth casts @spell[phantasmal force] (no components required) on any number of creatures it can see within 60 feet of it. While maintaining @status[concentration] on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.

","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%20aboleth%20casts%20phantasmal%20force%20(no%20..._aboleth_mm_mm"}},"effects":[],"_id":"8PV3h1bOScDzHY2i","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water within 90 feet of the ...","type":"feat","system":{"description":{"value":"

Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked @condition[prone]. The aboleth can't use this lair action again until it has used a different one.

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":14,"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%20pools%20of%20water%20within%2090%20feet%20of%20the%20..._aboleth_mm_mm"}},"effects":[],"_id":"9ijXhGSrgxPoa5Zn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Water in the aboleth's lair magically ...","type":"feat","system":{"description":{"value":"

Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 ([[/r 2d6]]) psychic damage. The aboleth can't use this lair action again until it has used a different one.

","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":[["2d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"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%20water%20in%20the%20aboleth's%20lair%20magically%20..._aboleth_mm_mm"}},"effects":[],"_id":"UWVNrsLLnCJPMkWD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

If the aboleth dies, the first two effects fade over the course of [[/r 3d10]] 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_aboleth_mm_mm"}},"effects":[],"_id":"rtYObzguEio7bdrh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376863456,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":13400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Мимик/Mimic","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"mimic_mm"},"core":{}},"_id":"n3lxinUlGtEW7WRp","img":"foundryvtt-static/tokens/mimic.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":58,"max":58,"temp":0,"tempmax":0,"formula":"9d8 + 18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":15,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.

Imitative Predators.

Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.

When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.

Cunning Hunters.

Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.

[–]

Sometimes a chest is just a chest, but don't bet on it.

— X the Mystic's 3rd rule of dungeon survival

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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. If the mimic is in object form, the target is subjected to its Adhesive trait.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 4 ([[/r 1d8]]) acid damage.

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also @condition[grappled] by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature @condition[grappled] by it.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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.

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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.

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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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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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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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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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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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Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.

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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В облике медведя вермедведь совершает две атаки когтями. В облике гуманоида он совершает две атаки секирой. В облике гибрида он может атаковать либо как медведь, либо как гуманоид.

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

Попадание: Колющий урон 15 (2к10 + 4). Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 14, иначе станет проклятой ликантропией вермедведя.

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

Попадание: Рубящий урон 13 (2к8 + 4).

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Существо может действием превратиться в гибрид зверя и гуманоида Большого размера или зверя Большого размера, 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 проверки Мудрости (Восприятие), полагающиеся на обоняние.

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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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Рукопашная атака оружием: +11 к попаданию, досягаемость 10 футов, одна цель. Попадание: Колющий урон 40 (6к10 + 7) плюс 10 (3к6) урона некротической энергией. Если цель — существо, она становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченный/Grappled} (Сл высвобождения 17). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутанный/Restrained}, и многоножка не может кусать другую цель.

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Некротическая многоножка совершает одну атаку укусом по существу с размером не больше Среднего, @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченный/Grappled} ей. Если эта атака попадает, существо получает урон от укуса, становится проглоченным и перестает быть схваченным. Будучи проглоченным, существо @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплённый/Blinded} и @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутанный/Restrained}, и обладает полным укрытием от атак и прочих эффектов, исходящих снаружи некротической многоножки, и получает урон кислотой 21 (6к6) в начале каждого некротической многоножки.

Если некротическая многоножка получает за один ход 30 или больше урона от существа, находящегося внутри, многоножка должна в конце этого хода преуспеть в спасброске Телосложения Сл 15, иначе отрыгнет всех проглоченных существ, которые @Compendium[sc-common.sc-common.5EMd8N6dKSAHxijC]{Сбитый с ног (лежащий ничком)/Prone} в пространстве в пределах 10 футов от многоножки. Если многоножка умирает, проглоченное существо перестает быть опутанным ей, и может высвободиться из трупа, потратив 15 футов перемещения, падая при выходе ничком.

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Существо, касающееся многоножки или попадающее по нему рукопашной атакой, находясь в пределах 5 футов от него, получает 10 (3к6) урона некротической энергией.

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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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Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.

Territorial Xenophobes.

Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.

Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.

Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.

Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.

Great Feasts and Sacrifices.

Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.

Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.

Canny Crafters.

Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.

Lizardfolk Leaders.

Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.

Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.

Dragon Worshipers.

Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.

[–]

In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.

— A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh

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I hear centaurs make excellent mounts!

— Batley Summerfoot, a halfling adventurer who never read HOOVES OF FURY, by Iryil Grayborn of Sundown

Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.

Wilderness Nomads.

Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.

Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.

Reluctant Settlers.

A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.

Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.

[–]

I hear centaurs make excellent mounts!

— Batley Summerfoot, a halfling adventurer who never read Hooves of Fury by Irvil Grayborn of Sundown

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If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ([[/r 3d6]]) piercing damage.

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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.

","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.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.

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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.
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\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.
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\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.

\n

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}.

\n

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. 

\n

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
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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.

\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.

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Волк совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на слух и обоняние.

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From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.

Arctic Predators.

Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.

Young Ones.

Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 10 ft., one target. Hit: 40 ([[/r 6d10 + 7]]) piercing damage plus 10 ([[/r 3d6]]) fire damage. If the target is a creature, it is @condition[grappled] (escape DC 17). Until this grapple ends, the target is @condition[restrained], and the remorhaz can't bite another target.

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The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and 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 remorhaz, and it takes 21 ([[/r 6d6]]) acid damage at the start of each of the remorhaz's turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 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 remorhaz. If the remorhaz 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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A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 ([[/r 3d6]]) fire 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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The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.

An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.

[–]

Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one and it clutched an iron sword, in the other, a feather whip. We should have turned back then.

— Mordenkainen the Archmage, chronicling his party's harrowing exploits in the dungeons below Maure Castle

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem makes two melee attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 20 ([[/r 3d8 + 7]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 10 ft., one target. Hit: 23 ([[/r 3d10 + 7]]) slashing damage.

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The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

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Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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The golem is immune to any spell or effect that would alter its form.

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

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The golem's weapon attacks are magical.

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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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Дальнобойная атака оружием: +5 к попаданию, дистанция 90 футов, одна цель. Попадание: 8 (2к4 + 3) урона некротической энергией.

","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":90,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","necrotic"]],"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":"Могильные когти/Claws of the Grave","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/hand-clawed-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"claws%20of%20the%20grave_necromite%20of%20myrkul_bgdia_bgdia"}},"effects":[],"_id":"rXMdTfLNCrCqhleG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575005048,"modifiedTime":1705578213945,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к8) дробящего урона.

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The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle.

With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.

A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.

[–]

Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the charisma and the courage to put an end to the turmoil and suffering. You could be that someone!

— Herobaal, the Pit Fiend

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 5 ft., one target. Hit: 22 ([[/r 4d6 + 8]]) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become @condition[poisoned]. While @condition[poisoned] in this way, the target can't regain hit points, and it takes 21 ([[/r 6d6]]) poison damage at the start of each of its turns. The @condition[poisoned] 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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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) 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":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":[["2d8 + @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":{"mgc":true},"proficient":1},"name":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_pit%20fiend_mm_mm"}},"effects":[],"_id":"pSKBoTa8857P6ttp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) bludgeoning damage plus 21 ([[/r 6d6]]) fire damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":4,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"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","bludgeoning"],["6d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"mgc":true},"proficient":1},"name":"Mace","type":"weapon","img":"icons/weapons/maces/mace-flanged-steel.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mace"},"plutonium":{"page":"monsterAction","source":"MM","hash":"mace_pit%20fiend_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"vafXYjnChsUZuex1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 24 ([[/r 3d10 + 8]]) bludgeoning 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":[["3d10 + @mod","bludgeoning"]],"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},"proficient":1},"name":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_pit%20fiend_mm_mm"}},"effects":[],"_id":"lfSQEGDvaqiQM40H","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CAZONRH3lpv2FJ0m","name":"Fear Aura","type":"feat","system":{"description":{"value":"

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is @condition[incapacitated]. On a failed save, the creature is @condition[frightened] until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

","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":"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-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"fear%20aura_pit%20fiend_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5HxRU9DwL3iOAN7V","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The pit fiend 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_pit%20fiend_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"TVh7Z5Lt0yRM8YkR","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The pit fiend's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_pit%20fiend_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Удержание чудовища","type":"spell","system":{"description":{"value":"

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

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, то можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 5-го. Все эти существа должны быть 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":90,"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":"wis","dc":null,"scaling":"cha"},"level":5,"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":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/misc/pet-collar-spiked-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hold Monster"},"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20monster_phb","propDroppable":"spell"}},"effects":[],"_id":"3zD0YZX6yRgltSWz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969283,"modifiedTime":1695376969283,"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.

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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.

","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":"UDIQYvHL9jqH0lRN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969341,"modifiedTime":1695376969341,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный шар","type":"spell","system":{"description":{"value":"

Яркий луч вылетает из Вашего указательного пальца в точку, выбранную вами в пределах дистанции, где и происходит взрыв пламени с гулким рёвом. Все существа в пределах сферы с радиусом 20 футов с центром в этой точке должны совершить спасбросок Ловкости. Цель получает урон огнём [[/r 8d6]] при провале или половину этого урона при успехе. Этот огонь огибает углы. Он воспламеняет горючие предметы, 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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Innate Spellcasting.

The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.USKmGrLpQ9I3b4YB.Item.UDIQYvHL9jqH0lRN], @UUID[Actor.USKmGrLpQ9I3b4YB.Item.QDrMhVSrDJfgxkI8]

  • 3/day each: @UUID[Actor.USKmGrLpQ9I3b4YB.Item.3zD0YZX6yRgltSWz], @UUID[Actor.USKmGrLpQ9I3b4YB.Item.00osyzAjrg9KyCE9]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_pit%20fiend_mm_mm"}},"effects":[],"_id":"K9AaJF3oFDlNTMnT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969407,"modifiedTime":1695376969407,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376968878,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Паровой мефит/Steam Mephit","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"steam%20mephit_mm"},"core":{}},"_id":"015fFYXckFYWwYJO","img":"foundryvtt-static/tokens/steam-mephit.webp","system":{"abilities":{"str":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":21,"max":21,"temp":0,"tempmax":0,"formula":"6d6"},"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.

Steam Mephit[–]

Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits.

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.

","public":""},"alignment":"neutral evil","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Underwater","cr":0.25,"spellLevel":0,"source":"MM"},"traits":{"size":"sm","di":{"value":["fire","poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["aquan","ignan"],"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":"Паровой мефит","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/steam-mephit.webp","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":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+2]]{+2} to hit, reach 5 ft., one creature. Hit: 2 ([[/r 1d4]]) slashing damage plus 2 ([[/r 1d4]]) 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":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","slashing"],["1d4","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":"Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_steam%20mephit_mm_mm"}},"effects":[],"_id":"COzLgo6Y8MDHt5Gr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376988070,"modifiedTime":1695376988070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Steam Breath","type":"feat","system":{"description":{"value":"

The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ([[/r 1d8]]) 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":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":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-swirling-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"steam%20breath%20%7b%40recharge%7d_steam%20mephit_mm_mm"}},"effects":[],"_id":"AeAHMx8OS6eQW0ww","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376988070,"modifiedTime":1695376988070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rmwnpojkbrASq6J0","name":"Death Burst","type":"feat","system":{"description":{"value":"

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 ([[/r 1d8]]) fire damage.

","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":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"wis"},"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_steam%20mephit_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376988070,"modifiedTime":1695376988070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Размытый образ","type":"spell","system":{"description":{"value":"

Ваше тело становится размытым и колышущимся для всех, кто видит вас. Пока заклинание активно, все существа совершают по вам броски атаки с помехой. Атакующий получает иммунитет к этому эффекту, если полагается не на зрение, а, например, на @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#blindsight]{Слепое зрение}) или может видеть сквозь иллюзии, например, с помощью (@UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Истинного зрения}).

","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":"self","type":"self"},"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":2,"school":"ill","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/wounds/injury-body-pain-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blur"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blur_phb","propDroppable":"spell"}},"effects":[],"_id":"csrUhdJJC9gU7kLS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376988089,"modifiedTime":1695376988089,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting (1/Day).

The mephit can innately cast @UUID[Actor.015fFYXckFYWwYJO.Item.csrUhdJJC9gU7kLS], requiring no material components. Its innate spellcasting ability is Charisma.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","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":1,"max":"1","per":"day","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting%20(1%2fday)_steam%20mephit_mm_mm"}},"effects":[],"_id":"49NNNGxaFpJuMNG1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376988111,"modifiedTime":1695376988111,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376987918,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Магмин/Magmin","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"magmin_mm"},"core":{}},"_id":"09L8I7jTozQISBod","img":"foundryvtt-static/tokens/magmin.webp","system":{"abilities":{"str":{"value":7,"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":8,"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":14,"calc":"natural","formula":""},"hp":{"value":9,"max":9,"temp":0,"tempmax":0,"formula":"2d6 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.

Summoned Pyromaniacs.

Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.

Fiery Destruction.

Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane.

If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.

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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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Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.

A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.

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: Quasit Familiar

[–]

Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.

Familiar.

The quasit can 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 quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 ([[/r 2d4]]) poison damage and become @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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One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be @condition[frightened] for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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The quasit magically turns @condition[invisible] until it attacks or uses Scare, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the quasit wears or carries is @condition[invisible] with it.

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The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

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Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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The black gauntlet makes two attacks with its mace.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) bludgeoning damage plus 13 ([[/r 3d8]]) necrotic damage.

","chat":"","unidentified":""},"source":{"custom":"BGDIA"},"quantity":1,"weight":4,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","bludgeoning"],["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":1},"name":"Mace","type":"weapon","img":"icons/weapons/maces/mace-flanged-steel.webp","flags":{"plutonium":{"page":"monsterAction","source":"BGDIA","hash":"mace_black%20gauntlet%20of%20bane_bgdia_bgdia"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"fXnYpzzjZT5KHHDe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574996121,"modifiedTime":1705574996121,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one creature. Hit: 14 ([[/r 4d6]]) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.

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When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the @condition[frightened] condition are immune to this trait.

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The black gauntlet has advantage on all ability checks and saving throws made during combat.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take [[/r 1d8]] radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a [[/r d4]] and subtract the number rolled from the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a [[/r d4]] and add the number rolled to the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

","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":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","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":"prepared","prepared":true},"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"}},"effects":[],"_id":"QzzdxBzDPM39t2Sg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997190,"modifiedTime":1705574997190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Guiding Bolt","type":"spell","system":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 4d6]] radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @condition[blinded] or @condition[deafened] (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @condition[deafened] while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a [[/r 1d100]]{5 percent} chance that the message doesn't arrive.

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You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes [[/r 3d8]] radiant damage (if you are good or neutral) or [[/r 3d8]] necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d8]] for each slot level above 3rd.

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Spellcasting.

The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, [[/r 1d20+7]]{+7} to hit with spell attacks). It has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.rsMhtY0jeg6A0yzy], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.GrSI0AYIv6P5mdSA], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.1Smzixe8KOoJnsuo]

  • 1st level (4 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.IcXrG06rW0nIxdnl], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.POMSHkA4FKNRslCX], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.QzzdxBzDPM39t2Sg], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.SOAakvfpgjMsFg4z] (see \"Actions\" below)

  • 2nd level (3 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.YDehMSH9hetYS58v], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.UqILGcmCjdeP6NhP], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.inQU9FlZqddk3X5P]

  • 3rd level (2 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.BqNcQ53KfKuV8IMT], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.UlDdN3kzBWxMMxyA]

","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":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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_black%20gauntlet%20of%20bane_bgdia_bgdia"}},"effects":[],"_id":"4QLkFYB1OuOPmfWc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997538,"modifiedTime":1705574997538,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574994360,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Мерфолк/Merfolk","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"merfolk_mm"},"core":{}},"_id":"of2MV5WWK1mJPlp9","img":"foundryvtt-static/tokens/merfolk.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":11,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.

Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.

Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.

Merfolk Settlements.

Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.

Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.

","public":""},"alignment":"neutral","race":"","type":{"value":"humanoid","subtype":"merfolk","swarm":"","custom":""},"environment":"Coastal, Underwater","cr":0.125,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["aquan","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":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Мерфолк","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/merfolk.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: 3 ([[/r 1d6]]) piercing damage, or 4 ([[/r 1d8]]) piercing damage if used with two hands to make a melee attack.

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

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The merfolk can breathe air and water.

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When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.

Scarred for Life.

Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.

On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen.

[–]

I failed the Spider Queen once. Never again.

— Pellanistra the drider

Variant: Drider Spellcasting

[–]

Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows.

Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

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The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 2 ([[/r 1d4]]) piercing damage plus 9 ([[/r 2d8]]) poison damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) slashing damage, or 8 ([[/r 1d10 + 3]]) slashing damage if used with two hands.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 150/600 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 4 ([[/r 1d8]]) poison damage.

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The drider has advantage on saving throws against being @condition[charmed], and magic can't put the drider to sleep.

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The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

","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/nature/root-vine-thorned-fire-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sunlight%20sensitivity_drider_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909451,"modifiedTime":1695376909451,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tuOyzcV9P5J09TuW","name":"Web Walker","type":"feat","system":{"description":{"value":"

The drider ignores movement restrictions caused by webbing.

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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.

","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":1,"max":"1","per":"day","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":"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":"innate","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":"Nu6bhWAo1mvphAvv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909493,"modifiedTime":1695376909493,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огонь фей","type":"spell","system":{"description":{"value":"

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}

","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":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-silhouette.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Faerie Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"y61kgOlpn5s0xKhU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909523,"modifiedTime":1695376909523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"0Ek8TyDTNuNMLge6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909548,"modifiedTime":1695376909548,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Osxavknvd44tsadr.Item.0Ek8TyDTNuNMLge6]

  • 1/day each: @UUID[Actor.Osxavknvd44tsadr.Item.Nu6bhWAo1mvphAvv], @UUID[Actor.Osxavknvd44tsadr.Item.y61kgOlpn5s0xKhU]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_drider_mm_mm"}},"effects":[],"_id":"Ty4R609WzyNkZUsh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909587,"modifiedTime":1695376909587,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376909127,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":11900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Змеёныш зелёного дракона/Green Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"green%20dragon%20wyrmling_mm"},"core":{}},"_id":"wAC94qEaEev7PnK0","img":"foundryvtt-static/tokens/green-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":38,"max":38,"temp":0,"tempmax":0,"formula":"7d8 + 7"},"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":"

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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

","public":""},"alignment":"lawful evil","race":"","type":{"value":"dragon","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"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 зелёного дракона","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/green-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+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d10 + 2]]) piercing damage plus 3 ([[/r 1d6]]) poison 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"],["1d6","poison"]],"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_green%20dragon%20wyrmling_mm_mm"}},"effects":[],"_id":"aiA5fKguelI2aDA3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934457,"modifiedTime":1695376934457,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Poison Breath","type":"feat","system":{"description":{"value":"

The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 ([[/r 6d6]]) 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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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:

  • 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].
  • 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.
  • 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.
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:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 4th. 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 three spells, once per day each, requiring no material components. Each spell's level can be no higher than 4th. 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 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]]) acid 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.

","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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"LuoA9bpOEy7cnjiH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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":16,"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%20black%20dragon_mm_mm"}},"effects":[],"_id":"Ju9B9zzV4yH2HzOs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Acid Breath","type":"feat","system":{"description":{"value":"

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ([[/r 12d8]]) acid 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":60,"width":null,"units":"ft","type":"line"},"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":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"acid%20breath%20%7b%40recharge%205%7d_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"rvtGUykHhv6g5L4I","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qr1SlzmnDR1wmyP3","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_adult%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"0NBNDd5AQG7nYzW3","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1uBe4hG51hOZANRm","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_adult%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fZdYYVmWKygjxeNL","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gBoAVA3GLGbNK97I","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"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
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.1uBe4hG51hOZANRm]{Detect}
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.fZdYYVmWKygjxeNL]{Tail Attack}
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.gBoAVA3GLGbNK97I]{Wing Attack}
\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":"sffc1GtBGu21ib4M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water that the dragon can see ...","type":"feat","system":{"description":{"value":"

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].

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"int"},"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%20pools%20of%20water%20that%20the%20dragon%20can%20see%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"XlTq0bY5NNNeN1Wr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A cloud of swarming insects fills a ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","piercing"],["3d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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%20swarming%20insects%20fills%20a%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"FPLPyamt2ThWOoXN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical darkness spreads from a point the ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"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%20magical%20darkness%20spreads%20from%20a%20point%20the%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"sFedtWlBLO7KUTFq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Filth Burst","type":"feat","system":{"description":{"value":"

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.

","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":"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":[["3d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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%20filth%20burst_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"VFqajUU4Gv6rYs1U","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping Muck","type":"feat","system":{"description":{"value":"

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.

","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":"str","dc":15,"scaling":"int"},"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%20grasping%20muck_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"t7CrqppNW17zTpxl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Noxious Gas","type":"feat","system":{"description":{"value":"

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.

","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":"int"},"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%20gas_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"cBYzKvgssLutUxpG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

","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_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"UlD4AqNHHgJHrKP1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376871080,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":11200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Ламия/Lamia","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"lamia_mm"},"core":{}},"_id":"4dFxhXEgcXXX3fxa","img":"foundryvtt-static/tokens/lamia.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":97,"max":97,"temp":0,"tempmax":0,"formula":"13d10 + 26"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"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":"

Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on @creature[Jackalwere||jackalweres] to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.

A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.

Tyrants of Pleasure.

Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.

Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with @spell[geas] spells are pitted against each other in elaborate contests for the lamia's amusement.

Vain Predators.

Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a @spell[scrying] spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.

Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.

As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety.

Minions of Graz'zt.

The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.

","public":""},"alignment":"chaotic evil","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Desert","cr":4,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["abyssal","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":2,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":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":"Ламия","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/lamia.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 lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

","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_lamia_mm_mm"}},"effects":[],"_id":"FBTFGx4S8oMKzQ6Q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d10 + 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":[["2d10 + @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_lamia_mm_mm"}},"effects":[],"_id":"oOewyBAUsvdoDfmM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"MM","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":""},"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 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"dagger","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":1},"name":"Dagger","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dagger"},"plutonium":{"page":"monsterAction","source":"MM","hash":"dagger_lamia_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"acS1jp7EJnBUZBD1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Spell Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

","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":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"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":"Intoxicating Touch","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/debuff-chains-ropes-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"intoxicating%20touch_lamia_mm_mm"}},"effects":[],"_id":"c7irKmEE0IdDhh64","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обет","type":"spell","system":{"description":{"value":"

Вы отдаёте магическую команду существу, видимому в пределах дистанции, заставляя его оказать некую услугу или наоборот, не совершать чего-либо. Если существо может вас понять, оно должно совершить спасбросок Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} на время действия заклинания. Пока существо очаровано вами, оно получает урон психической энергией [[/r 5d10]] каждый раз, когда действует, противореча Вашим инструкциям, но не чаще одного раза за день. Существо, не способное вас понять, не попадает под действие этого заклинания.

\n

Вы можете отдать любую команду, кроме той, что однозначно будет самоубийственной. Если вы отдадите такую команду, заклинание оканчивается.

\n

Вы можете окончить заклинание преждевременно, потратив на это действие. Снятие проклятья, Высшее восстановление и Исполнение желаний тоже оканчивают его.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го или 8-го уровня, его длительность составит 1 год. Если использовать ячейку 9-го уровня, заклинание длится, пока его не прекратят одним из упомянутых выше заклинаний.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"30","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"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":[["5d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/hypnosis-mesmerism-eye.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Geas"},"plutonium":{"page":"spells.html","source":"PHB","hash":"geas_phb","propDroppable":"spell"}},"effects":[],"_id":"IVkkt9eF6JwB8jtP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949250,"modifiedTime":1695376949250,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"cT1mq3Ndu1ryZT0I","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949277,"modifiedTime":1695376949277,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":2,"school":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"4Q30DMHSV8sOFIAY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949298,"modifiedTime":1695376949298,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
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При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

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При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

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Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"range":{"value":0,"long":null,"units":"self"},"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":"wis","dc":null,"scaling":"cha"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"CTBK1ORydShMYQdG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949325,"modifiedTime":1695376949325,"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.

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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.

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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":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":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"rI7ZTSyjIfQ2EppP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949357,"modifiedTime":1695376949357,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

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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.

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Для обнаружения того, что вы замаскированы, существо должно действием обследовать Вашу внешность и преуспеть в проверке Интеллекта (Анализ) против Вашей СЛ заклинаний.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"7cHsYzgCwrVRV7R9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949404,"modifiedTime":1695376949404,"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.

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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.

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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":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":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":"gvxhAWa9fh4YbJn5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949437,"modifiedTime":1695376949437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

  • At will: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.7cHsYzgCwrVRV7R9] (any humanoid form), @UUID[Actor.4dFxhXEgcXXX3fxa.Item.gvxhAWa9fh4YbJn5]

  • 3/day each: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.cT1mq3Ndu1ryZT0I], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.4Q30DMHSV8sOFIAY], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.CTBK1ORydShMYQdG], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.rI7ZTSyjIfQ2EppP]

  • 1/day: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.IVkkt9eF6JwB8jtP]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_lamia_mm_mm"}},"effects":[],"_id":"tbtUFtitSmPDirMK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949472,"modifiedTime":1695376949472,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376948824,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":3300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Эттеркап/Ettercap","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ettercap%20(web%20garrote)_mm"},"core":{}},"_id":"3DfAyfZtHxRMpg48","img":"foundryvtt-static/tokens/ettercap.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":44,"max":44,"temp":0,"tempmax":0,"formula":"8d8 + 8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","public":""},"alignment":"neutral evil","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Forest","cr":2,"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":1,"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":"Эттеркап/Ettercap","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/ettercap.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":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The ettercap makes two attacks: one with its bite and one 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_ettercap%20(web%20garrote)_mm_mm"}},"effects":[],"_id":"FTLdZPQTtQvjsExX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917829,"modifiedTime":1695376917829,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

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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 @condition[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 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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The ettercap ignores movement restrictions caused by webbing.

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Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.

Inhabitants of a Stone World.

Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.

In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves.

Carvers and Seers.

Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills.

Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work.

Graceful Athletes.

Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.

Dreamers under Sky.

Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.

Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options.

Fling.

The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 ([[/r 1d6]]) bludgeoning damage for every 10 feet it was thrown.

Rolling Rock.

The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 ([[/r 3d10 + 6]]) bludgeoning damage and falling prone on a failed save

Source: SKT, page 246
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The giant makes two greatclub attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 15 ft., one target. Hit: 19 ([[/r 3d8 + 6]]) bludgeoning damage.

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Ranged Weapon Attack: [[/r 1d20+9]]{+9} to hit, range 60/240 ft., one target. Hit: 28 ([[/r 4d10 + 6]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked @condition[prone].

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

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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Разбойники рыщут бандами, возглавляемыми головорезами, ветеранами или заклинателями. Не все разбойники злы. Угнетения, засуха, болезни или голод могут подтолкнуть самых честных жителей на путь разбоя.

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Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

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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

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.

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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.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":1},"name":"Shortsword","type":"weapon","img":"icons/weapons/swords/sword-guard-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shortsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"shortsword_drow_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"MkpnaOvEglSUPU2q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":3,"price":{"value":75,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"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":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"handcrossbow","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":1},"name":"Hand Crossbow","type":"weapon","img":"icons/weapons/crossbows/crossbow-simple-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hand Crossbow"},"plutonium":{"page":"monsterAction","source":"MM","hash":"hand%20crossbow_drow_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"icXrwm00bxog39kp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ySLe6jkdnYOUGc9m","name":"Fey Ancestry","type":"feat","system":{"description":{"value":"

The drow has advantage on saving throws against being @condition[charmed], and magic can't put the drow to sleep.

","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/mammals/elk-moose-marked-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"fey%20ancestry_drow_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fnQlzdzoiPAGyZKt","name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"

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

","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/nature/root-vine-thorned-fire-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sunlight%20sensitivity_drow_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кольчужная рубаха","type":"equipment","system":{"description":{"value":"

Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":20,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/commodities/metal/mail-chain-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Chain Shirt"},"plutonium":{"page":"items.html","source":"PHB","hash":"chain%20shirt_phb"}},"effects":[],"_id":"OV4OGJhiBRkFHZGA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"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":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":"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":"innate","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":"rTU4IqEER8KgsUzC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910531,"modifiedTime":1695376910531,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огонь фей","type":"spell","system":{"description":{"value":"

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}

","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":"cube"},"range":{"value":60,"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":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-silhouette.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Faerie Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"ZR8N1izp453fpUyY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910549,"modifiedTime":1695376910549,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":"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":"a bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"D0MH1RUmdbfIuoZE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910566,"modifiedTime":1695376910566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.bSLLBJkgt2f3RnYH.Item.D0MH1RUmdbfIuoZE]

  • 1/day each: @UUID[Actor.bSLLBJkgt2f3RnYH.Item.rTU4IqEER8KgsUzC], @UUID[Actor.bSLLBJkgt2f3RnYH.Item.ZR8N1izp453fpUyY]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_drow_mm_mm"}},"effects":[],"_id":"ZrWYgSCBZ9AbCiIi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910591,"modifiedTime":1695376910591,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376910223,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Саламандра/Salamander","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"salamander_mm"},"core":{}},"_id":"VztVwwRUzH5XmTxZ","img":"foundryvtt-static/tokens/salamander.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":90,"max":90,"temp":0,"tempmax":0,"formula":"12d10 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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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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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 20/60 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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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":"
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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]]).

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

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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.
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Пламя поджигает все горючие предметы в области действия, кроме тех, что носят или держат.
\n
 
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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.

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

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":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
 
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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.

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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.

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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
 
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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
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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.
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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.
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This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.

Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.

Blood Drain.

A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 ([[/r 1d4 + 3]]) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

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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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Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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Консул совершает одну атаку копьём и может использовать Командирский голос.

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Железный консул выбирает до двух союзников в пределах 90 футов, которые могут слышать его приказы. Каждый из них может немедленно использовать реакцию, чтобы совершить одну рукопашную атаку.

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

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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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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":12,"price":{"value":10,"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":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"hide","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/equipment/chest/vest-cloth-tattered-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hide Armor"},"plutonium":{"page":"items.html","source":"PHB","hash":"hide%20armor_phb"}},"effects":[],"_id":"m9YxWvJMSncMpUYy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376964592,"modifiedTime":1695376964592,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376964249,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Болотная карга/Green Hag","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"green%20hag_mm"},"core":{}},"_id":"4Ot1DITCnwqH1wRb","img":"foundryvtt-static/tokens/green-hag.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":82,"max":82,"temp":0,"tempmax":0,"formula":"11d8 + 33"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"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":"

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:

  • 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.
  • 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.

A powerful green hag might have the following additional lair action:

  • 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.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.
  • The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Trees transform into awakened trees and attack when hostile intruders are near.

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).

","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":[["2d8 + @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":"Когти/Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_green%20hag_mm_mm"}},"effects":[],"_id":"bhYSIo0R1pDJhp3r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934641,"modifiedTime":1698273335485,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Иллюзорная внешность/Illusory Appearance","type":"feat","system":{"description":{"value":"

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.

","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":"int","dc":20,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-vortex-swirl-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"illusory%20appearance_green%20hag_mm_mm"}},"effects":[],"_id":"Vhj2OmWQv9BPaqa3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934641,"modifiedTime":1698273398281,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Невидимая ходьба/Invisible Passage","type":"feat","system":{"description":{"value":"

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.

","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":"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/materials/glass-orb.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"invisible%20passage_green%20hag_mm_mm"}},"effects":[],"_id":"RqapsiFtgC5F58uB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934641,"modifiedTime":1698273459233,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"aZS6MNdq4vDW3u5L","name":"Подражание/Mimicry","type":"feat","system":{"description":{"value":"

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.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/head/mask-plague-grey.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"mimicry_green%20hag_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934641,"modifiedTime":1698273504715,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Until initiative count 20 on the next ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"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%20targets%20any%20number%20of%20doors%20and%20..._green%20hag_mm_mm"}},"effects":[],"_id":"rPQehgb8KcFS8DAK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934641,"modifiedTime":1695376934641,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The hag creates an illusory duplicate of ...","type":"feat","system":{"description":{"value":"

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.

\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":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":"
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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.

\n

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.

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Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.

Camouflaged Lurkers.

Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.

When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.

Opportunistic Predators.

When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.

Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.

Haunting Moan.

Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.

Cloaker Conclaves.

Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.

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The cloaker makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 2d6 + 3]]) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is @condition[blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one creature. Hit: 7 ([[/r 1d8 + 3]]) slashing damage.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become @condition[frightened] until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (@skill[Perception]) checks that rely on sight.

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Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.

Horrific Structure.

A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together.

Monstrous Predator.

When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its @condition[petrified] prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is @condition[restrained]. The @condition[restrained] target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is @condition[petrified] until freed by the @spell[greater restoration] spell or other magic.

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the gorgon can make one attack with its hooves against it as a bonus action.

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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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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

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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.

Magma Mephit[–]

Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.

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+3]]{+3} to hit, reach 5 ft., one creature. Hit: 3 ([[/r 1d4 + 1]]) slashing damage plus 2 ([[/r 1d4]]) fire damage.

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The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 ([[/r 2d6]]) fire damage on a failed save, or half as much damage on a successful one.

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When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 ([[/r 2d6]]) fire damage on a failed save, or half as much damage on a successful one.

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While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

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Выберите рукотворный металлический предмет, такой как металлическое оружие или комплект тяжёлого или среднего доспеха, видимый в пределах дистанции. Вы делаете его раскалённым докрасна. Все существа, находящиеся в физическом контакте с этим предметом, получают урон огнём [[/r 2d8]], когда вы накладываете это заклинание. Пока заклинание активно, вы можете бонусным действием в каждом последующем ходу вновь причинять этот урон.

\n

Если существо держит или носит предмет, и получает от него урон, оно должно преуспеть в спасброске Телосложения, иначе оно роняет этот предмет, если может. Если оно не может уронить предмет, то до начала Вашего следующего хода совершает с помехой броски атаки и проверки характеристик.

\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 2-го.

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Innate Spellcasting (1/Day).

The mephit can innately cast @UUID[Actor.hWJ8d0k76PwxG0ym.Item.tC1zgMYhZxzbBFUp] (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

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An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.

Deadly Ferocity.

The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation.

Consummate Predators.

An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes.

An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey.

Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.

Savage Companions.

Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first.

Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.

Owlbear Origins.

Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild.

[–]

The only good thing about owlbears is that the wizard who created them is probably dead.

— Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University

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Совомед совершает две атаки: одну клювом, другую когтями.

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

Попадание: Колющий урон 10 (1к10 + 5).

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

Попадание: Рубящий урон 14 (2к8 + 5).

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Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на зрение или нюх.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 ([[/r 3d6]]) poison damage. 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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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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If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @condition[prone].

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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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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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 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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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The dragon can breathe air and water.

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A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.

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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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for [[/r 1d4]] of the shrieker's turns afterward.

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Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

The Sleeping Tree Awakens.

A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.

Legendary Guardians.

After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.

Protectors of the Wild.

Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.

Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 16 ([[/r 3d6 + 6]]) bludgeoning damage.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a @creature[treant], except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

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While the treant remains motionless, it is indistinguishable from a normal tree.

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The treant deals double damage to objects and structures.

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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}

","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":"cube"},"range":{"value":60,"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":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-silhouette.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Faerie Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"jJ0IrwVLYoOKr1xy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910921,"modifiedTime":1695376910921,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":"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":"a bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"DEmQ4lxz2XfZHY6c","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910954,"modifiedTime":1695376910954,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.00nCawcvnQabV64s.Item.DEmQ4lxz2XfZHY6c]

  • 1/day each: @UUID[Actor.00nCawcvnQabV64s.Item.uGDmBJYgyhWct5lD], @UUID[Actor.00nCawcvnQabV64s.Item.jJ0IrwVLYoOKr1xy]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_drow%20(magic%20equipment)_mm_mm"}},"effects":[],"_id":"emXKlkygEIxULeQD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911000,"modifiedTime":1695376911000,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376910688,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

","public":""},"alignment":"lawful evil","race":"","type":{"value":"fiend","subtype":"devil","swarm":"","custom":""},"environment":"","cr":12,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["fire","poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","bludgeoning","piercing","slashing"],"bypasses":["mgc","sil"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["infernal"],"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":"Эриния/Erinyes","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/erinyes.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":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The erinyes makes three attacks. It can use its @item[rope of entanglement] in place of two of the 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_erinyes%20(rope%20of%20entanglement)_mm_mm"}},"effects":[],"_id":"MWlxn5tJwuMqz45I","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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].

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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.

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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.

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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":"Стая ядовитых змей/Swarm of Poisonous Snakes","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20poisonous%20snakes_mm"},"core":{}},"_id":"p0XEdFipLL5a7Xfr","img":"foundryvtt-static/tokens/swarm-of-poisonous-snakes.webp","system":{"abilities":{"str":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":36,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"swarm","swarm":"tiny","custom":""},"environment":"Forest, Swamp","cr":2,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"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":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":"Стая ядовитых змей","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/swarm-of-poisonous-snakes.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":10,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Рукопашная атака оружием: +6 к попаданию, досягаемость 0 футов, одно существо в пространстве роя.

Попадание: 7 (2к6) колющего урона или 3 (1к6) колющего урона, если у роя половина хитов или меньше. Цель должна совершить спасбросок Телосложения Сл 10, получая 14 (4к6) урона ядом при провале, или половину этого урона при успехе.

","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":0,"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":[["2d6","piercing"],["4d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"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":"Укусы/Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_swarm%20of%20poisonous%20snakes_mm_mm"}},"effects":[],"_id":"NCRw2qI5FN38F3uG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376992825,"modifiedTime":1695402793698,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рой/Swarm","type":"feat","system":{"description":{"value":"

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.

","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/air/wind-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"swarm_swarm%20of%20bats_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.nBjNSiokQZpC8X9Q"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991645,"modifiedTime":1695402717679,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"QT0oie92mcnzkBo3","sort":0}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376992754,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":26800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Благородный/Noble","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"noble_mm"},"core":{}},"_id":"EEINBJc4CfrJwMmu","img":"foundryvtt-static/tokens/noble.webp","system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":9,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble's statistics can also be used to represent courtiers who aren't of noble birth.

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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 noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

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Этот доспех состоит из подогнанного металлического панциря, носимого с подкладкой из кожи. Несмотря на то, что руки и ноги остаются практически без защиты, этот доспех хорошо защищает жизненно важные органы, оставляя владельцу относительную подвижность.

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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:

  • 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.
  • 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].
  • 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].
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:

  • Small earthquakes are common within 6 miles of the dragon's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

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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.

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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 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.

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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.
\n\t\t\t
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.78INUqOIvRZW1yIy]{Detect}
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.iLcEKlYue87tgDfI]{Tail Attack}
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.hxlCoJxJldZLPqTn]{Wing Attack}
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","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:

  • 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.

","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_adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"F8eAhhVfrF4hH0FT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376874790,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":29400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Гигантская сова/Giant Owl","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"giant%20owl_mm"},"core":{}},"_id":"Ij8e2udxv3Gjg2C7","img":"foundryvtt-static/tokens/giant-owl.webp","system":{"abilities":{"str":{"value":13,"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":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"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":19,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":5,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

","public":""},"alignment":"neutral","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Arctic, Forest, Hill","cr":0.25,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","elvish","sylvan"],"custom":"Giant Owl; understands Common, Elvish, and Sylvan but can't speak them"}},"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":"Гигантская сова","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/giant-owl.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":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 8 ([[/r 2d6 + 1]]) 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":"Talons","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/claws/claw-bird-pink.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"talons_giant%20owl_mm_mm"}},"effects":[],"_id":"7cEfynMniz3DjtiO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376927323,"modifiedTime":1695376927323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fAVuh9ZCYbndRDgF","name":"Flyby","type":"feat","system":{"description":{"value":"

The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

","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/control/buff-flight-wings-runes-blue-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"flyby_giant%20owl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376927323,"modifiedTime":1695376927323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uoYOpzMXRwErPxOi","name":"Keen Hearing and Sight","type":"feat","system":{"description":{"value":"

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

","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/eyes/human-single-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"keen%20hearing%20and%20sight_giant%20owl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376927323,"modifiedTime":1695376927323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376927022,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":9500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Змеёныш белого дракона/White Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"white%20dragon%20wyrmling_mm"},"core":{}},"_id":"nUhwFFMYY5qbm5Gh","img":"foundryvtt-static/tokens/white-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":32,"max":32,"temp":0,"tempmax":0,"formula":"5d8 + 10"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":15,"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":"

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 8 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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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Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.

Conflicted Creature.

A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.

Servant of Evil.

Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 ([[/r 7d8]]) fire damage on a failed save, or half as much damage on a successful one.

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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.

","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-rune-glow-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"speak%20with%20beasts%20and%20plants_dryad_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698325895149,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nb5RihSLIBe2t308","name":"Путешествие через деревья/Tree Stride","type":"feat","system":{"description":{"value":"

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:

  • At will: @Compendium[sc-spells.sc spells.jW9pNNRqVWvaLsYl]{Друидизм/Druidcraft}

  • 3/day each: @Compendium[sc-spells.sc spells.bA6bnVMkNtApX2gL]{Опутывание/Entangle}, @Compendium[sc-spells.sc spells.2ElGQhTPeoT4EXY9]{Вкусные ягоды/Goodberry}

  • 1/day each: @Compendium[sc-spells.sc spells.5fPDrCtl6Ej227yL]{Бесследный шаг/Pass without Trace}, @Compendium[sc-spells.sc spells.1R7Y05iA3e7FbYSk]{Шиллейла/Shillelagh}, @Compendium[sc-spells.sc spells.hLNf4y6Drqh2B0fO]{Дубовая кожа/Barkskin}

","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.
\n
","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":"spec","type":"object"},"range":{"value":0,"long":null,"units":"touch"},"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":[["1d8 + @mod","bludgeoning"]],"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":"mistletoe, a shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/melee/hand-grip-staff-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shillelagh_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.1R7Y05iA3e7FbYSk"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760486212,"modifiedTime":1698326204216,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"UsUDjcEOsd4Wk4eZ","sort":0},{"name":"Дубовая кожа/Barkskin","type":"spell","system":{"description":{"value":"
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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.
\n
\n
\n
 
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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/barrier-shield-wood-vines.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"barkskin_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.hLNf4y6Drqh2B0fO"}},"effects":[{"_id":"uM6rgctYpcbCVSkn","flags":{"plutonium":{"dedupeId":"barkskin"}},"changes":[{"key":"system.attributes.ac.formula","value":"16","mode":5,"priority":null},{"key":"system.attributes.ac.calc","value":"custom","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/nature/barrier-shield-wood-vines.webp","origin":"Item.VQMKMnQDw5rzL0zp","tint":null,"transfer":false,"name":"Barkskin","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760477435,"modifiedTime":1698326155506,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iybNkSyfx5qtd3pe","sort":0}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911668,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Змеёныш медного дракона/Copper Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"copper%20dragon%20wyrmling_mm"},"core":{}},"_id":"nhikalosJc5M6x7j","img":"foundryvtt-static/tokens/copper-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"4d8 + 4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"fly":60,"swim":0,"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":"

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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 uses one of the following breath weapons: @UUID[Actor.nhikalosJc5M6x7j.Item.wIiNJfAiPwN7LJnu]{Acid Breath} or @UUID[Actor.nhikalosJc5M6x7j.Item.wr48rRuzxnAE47v2]{Slowing 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_copper%20dragon%20wyrmling_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901465,"modifiedTime":1695376901465,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wIiNJfAiPwN7LJnu","name":"Breath Weapons: Acid Breath","type":"feat","system":{"description":{"value":"

The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 ([[/r 4d8]]) acid 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":20,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"dqwc9lTmcjv9brbx","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"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%20acid%20breath_copper%20dragon%20wyrmling_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901465,"modifiedTime":1695376901465,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wr48rRuzxnAE47v2","name":"Breath Weapons: Slowing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

Directed Hunter.

When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.

An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

Unseen Threat.

Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline.

Elemental Nature.

An invisible stalker requires no air, food, drink, or sleep.

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The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.

Animate Stone.

Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.

Deadly Reputation.

Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.

Cruel Servants.

Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.

Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint.

Elemental Nature.

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

Shards of Elemental Evil

[–]

As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.

Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.

On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.

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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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A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits.

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits:

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Gruumsh One-Eye.

Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.

Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.

Tribes like Plagues.

Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.

Ranging Scavengers.

Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.

When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.

On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.

Leadership and Might.

Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.

Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.

Orc Crossbreeds.

Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.

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Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.

Amoeboid Form.

The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease.

Mouths of Madness.

When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand @condition[paralyzed], fixated on the horrific creature as it oozes forward to consume them.

All-Consuming.

Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.

A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one creature. Hit: 17 ([[/r 5d6]]) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked @condition[prone]. If the target is killed by this damage, it is absorbed into the mouther.

","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":[["5d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"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":"Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_gibbering%20mouther_mm_mm"}},"effects":[],"_id":"CFuUGOVEFaXoSPHS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931097,"modifiedTime":1695376931097,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blinding Spittle","type":"feat","system":{"description":{"value":"

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be @condition[blinded] until the end of the mouther's next turn.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

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The mouther babbles incoherently while it can see any creature and isn't @condition[incapacitated]. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a [[/r d8]] to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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"]],"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%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"EYDbSL3UaLs8gmvm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) 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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_young%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"3nFK9y60SDw2w17G","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"x5nLdpJlenwuyXrK","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.LYlX8pYz1TaFwKyZ.Item.mdIBTTk2BRlh6KZ1]{Lightning Breath} or @UUID[Actor.LYlX8pYz1TaFwKyZ.Item.ZGMCTJdCxXbW0wMm]{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_young%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"mdIBTTk2BRlh6KZ1","name":"Breath Weapons: Lightning Breath","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"x5nLdpJlenwuyXrK","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"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%20lightning%20breath_young%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZGMCTJdCxXbW0wMm","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 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

","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":"charges","target":"x5nLdpJlenwuyXrK","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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%20repulsion%20breath_young%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"zpyiw9eai3mLGptz","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_young%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377014359,"modifiedTime":1695377014359,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377013908,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10900000,"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:

  • 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.
  • 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.
  • 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.
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:

  • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 ([[/r 1d6]]) piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.

  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
  • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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":20,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"7JxtqDgCbB3SyAJ6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

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_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"uti2UZQGloJlJi6x","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Poison Breath","type":"feat","system":{"description":{"value":"

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.

","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":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["22d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"poison%20breath%20%7b%40recharge%205%7d_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"aCLkUahO2Z4kGIAg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dw3dUaNUKJM9Jm9b","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qDhs5vYt0rzXlvI6","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"oaA4gBEX1EbWh1dm","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Bpfj3sM0YCcyYjBx","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"psk3MnrpIspRiVjj","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 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.

","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":23,"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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"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
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.oaA4gBEX1EbWh1dm]{Detect}
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.Bpfj3sM0YCcyYjBx]{Tail Attack}
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.psk3MnrpIspRiVjj]{Wing Attack}
\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":"ATbxg0A3tg0snzCP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping roots and vines erupt in a 20-foot ...","type":"feat","system":{"description":{"value":"

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:

  • 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.

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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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The hellwasp makes two attacks: one with its sting and one with its sword talons.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 1d8 + 4]]) piercing damage plus 7 ([[/r 2d6]]) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be @condition[poisoned] for 1 minute. While @condition[poisoned] in this way, the target is also @condition[paralyzed]. 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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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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The hellwasp's weapon attacks are magical.

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осьминог","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/giant-octopus.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":[{"system":{"description":{"value":"

Рукопашная атака оружием: +5 к попаданию, досягаемость 15 футов, одна цель.

Попадание: Дробящий урон 10 (2к6 + 3). Если цель — существо, она становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченной/Grappled} (Сл высвобождения 16). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, а осьминог не может использовать щупальца на другой цели.

","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":15,"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","bludgeoning"]],"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":"Щупальца/Tentacles","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tentacle-purple-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tentacles_giant%20octopus_mm_mm"}},"effects":[],"_id":"V5jN8WFxz80J7lZP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926935,"modifiedTime":1695396720144,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чернильное облако/Ink Cloud","type":"feat","system":{"description":{"value":"

Чернильное облако с радиусом 20 футов исходит от осьминога, если он находится под водой. Эта местность становится сильно заслонённой на 1 минуту, хотя сильное течение может развеять это облако. Выпустив чернила, осьминог может бонусным действием совершить действие Рывок.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr","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/water/bubbles-air-water-light.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"ink%20cloud%20(recharges%20after%20a%20short%20or%20long%20rest)_giant%20octopus_mm_mm"}},"effects":[],"_id":"MCcA2AIKUvX2AcDj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926935,"modifiedTime":1695396749324,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"L7FEY79DdDWh6UV4","name":"Задержка дыхания/Hold Breath","type":"feat","system":{"description":{"value":"

Находясь вне воды, осьминог может задержать дыхание на 1 час.

","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/gems/pearl-turquoise.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"hold%20breath_giant%20octopus_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926935,"modifiedTime":1695396608928,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vjlZwRIxJdhrBl78","name":"Подводный камуфляж/Underwater Camouflage","type":"feat","system":{"description":{"value":"

Существо совершает с преимуществом проверки Ловкости (Скрытность), когда находится 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,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"underwater%20camouflage_giant%20octopus_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926935,"modifiedTime":1695396634185,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"SJvn18CFDuFFj1gp","name":"Подводное дыхание/Water Breathing","type":"feat","system":{"description":{"value":"

Существо может дышать только 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,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-swirl-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"water%20breathing_giant%20octopus_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926935,"modifiedTime":1695396658070,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376926853,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":22600000,"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A 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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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].

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

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Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.

Bloodletters.

All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.

Killers from the Shadows.

Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn @condition[invisible] for a crucial moment.

Cult Ranks.

Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with @sense[darkvision] and superior stealth. Reapers are the next rank up. They gain the ability to turn @condition[invisible] and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.

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Жнец совершает две атаки кинжалом и использует Окутывание.

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Жнец волшебным образом становится @Compendium[sc-common.sc-common.v41S6MnnRCbxjE3h]{Невидимый/Invisible} до начала своего следующего хода. Невидимость прекращается, если жнец совершит бросок атаки или урона или накладывает заклинание.

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Базовой характеристикой жнеца является Харизма (Сл спасброска от заклинания 13). Жнец может накладывать следующие заклинания, нуждаясь только в вербальных компонентах:

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\n
Вы пытаетесь обворожить выбранного гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости и получает преимущество к нему, если вы или ваши спутники сражаются с ней. При провале цель остаётся @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожённой} вами, пока длится заклинание или пока вы или ваши спутники не нанесут ей какой-либо вред. Обворожённое существо считает вас дружественным. Когда заклинание прекращает действовать, существо помнит, что было обворожено вами.
\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":"
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Вы придаёте себе — включая вашу одежду, броню, оружие и прочее снаряжение совершенно иной вид, пока длится заклинание или пока вы не прекратите его, потратив действие.

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Вы можете казаться на 1 фут выше или ниже, более тощим, толстым или средним.

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Однако Вы не можете полностью поменять своё тело — вам нужно принять форму с таким же набором конечностей. В остальном параметры иллюзии зависят только от вас. Перемены, вызванные этим заклинанием, не выдерживают физического осмотра. К примеру, если вы с помощью заклинания добавите к своему образу шляпу, сквозь неё будут проходить предметы и любой, кто к ней прикоснётся, не почувствует ничего, кроме волос на вашей голове.

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Если с помощью заклинания вы кажетесь худым, любой, кто протянет к вам руку, упрётся в ваши невидимые бока. Чтобы понять, что вы изменили внешность, существо может использовать действие, чтобы изучить ваш облик, и должно пройти проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний.

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Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

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","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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Эта пустая стальная оболочка громыхает при передвижении, тяжелые пластины стучат и трутся друг о друга. Оживленный доспех похож на мстительный дух павшего рыцаря. Тяжеловесный, но настойчивый, этот волшебный страж почти всегда одет в пластинчатый доспех.

Для большей угрозы, оживленный доспех часто может произносить заготовленную речь. Например, доспех может предупреждать о чем-то, спрашивать пароли или загадывать загадки. Очень редко они могут вести настоящий разговор.

","public":""},"alignment":"unaligned","race":"","type":{"value":"construct","subtype":"","swarm":"","custom":""},"environment":"","cr":1,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","paralyzed","petrified","poisoned"],"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":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":"Живой доспех","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/animated-armor.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":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Доспех совершает две рукопашные атаки.

","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":"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_animated%20armor_mm_mm"}},"effects":[],"_id":"0g47i7O9TUrW6pkE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397270515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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

Попадание: Дробящий урон 5 (1к6 + 2).

","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":[["1d6 + @mod","bludgeoning"]],"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":"Размашистый удар/Slam","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/hand/gauntlet-tooled-leather-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"slam_animated%20armor_mm_mm"}},"effects":[],"_id":"6AoExEvRmiBpsz81","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397253852,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ATBG39IHSV161acK","name":"Восприимчивость к антимагии/Antimagic Susceptibility","type":"feat","system":{"description":{"value":"

Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

","chat":"","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/gems/pearl-brown-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"antimagic%20susceptibility_animated%20armor_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397351073,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5F1pHHIVYx88X9mx","name":"Обманчивая внешность/False Appearance","type":"feat","system":{"description":{"value":"

Пока существо остается без движения, оно неотличимо от окружающей обстановки.

","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/control/debuff-chains-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"false%20appearance_animated%20armor_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397396361,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376882984,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Стая ос/Swarm of Wasps","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20wasps_mm"},"core":{}},"_id":"m1tdsXoCEjvUMOjZ","img":"foundryvtt-static/tokens/swarm-of-wasps.webp","system":{"abilities":{"str":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":5,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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

Попадание: Колющий урон 5 (1к6 + 2). Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 12, иначе станет проклятой ликантропией вервольфа.

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

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A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.

Unfinished Business.

A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

Ghostly Manifestations.

Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 17 ([[/r 4d6 + 3]]) necrotic damage.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be @condition[frightened] for 1 minute. If the save fails by 5 or more, the target also ages [[/r 1d4 * 10]]{1d4 × 10} years. A @condition[frightened] target can repeat the saving throw at the end of each of its turns, ending the @condition[frightened] condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a @spell[greater restoration] spell, but only within 24 hours of it occurring.

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One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is @condition[incapacitated] and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being @condition[charmed] and @condition[frightened]. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the @spell[dispel evil and good] spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

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The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

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Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.

A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.

Established Gender Roles.

Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones.

Gemstone Harvesters.

Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most.

Earth Friends.

Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.

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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.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/120 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) piercing damage, and the target must succeed on a DC 12 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 gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

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Вы можете ослепить врага или сделать его глухим. Выберите одно существо, которое видите в пределах дистанции, которое тут же совершает спасбросок Телосложения. При провале цель становится на время действия заклинания @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{ослепшей} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.6G8JSjhn701cBITY]{оглохшей} (на ваш выбор). В конце каждого своего хода цель может совершать спасбросок Телосложения. При успехе заклинание оканчивается.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3 уровня или выше, вы можете сделать целью одно дополнительное существо за каждый уровень ячейки выше второго.

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Ваше тело становится размытым и колышущимся для всех, кто видит вас. Пока заклинание активно, все существа совершают по вам броски атаки с помехой. Атакующий получает иммунитет к этому эффекту, если полагается не на зрение, а, например, на @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#blindsight]{Слепое зрение}) или может видеть сквозь иллюзии, например, с помощью (@UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Истинного зрения}).

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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.

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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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Пока заклинание активно, цель, которой вы коснулись, сокрыта от заклинаний школы Прорицания. Целью может быть согласное существо, место или предмет, не превышающий 10 фт. ни по одному из линейных размеров. Цель не может стать целью магии школы Прорицания, и ее не воспринимают магические наблюдательные сенсоры.

","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":"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":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/neck/amulet-carved-runed-othila-fehu-grey.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Nondetection"},"plutonium":{"page":"spells.html","source":"PHB","hash":"nondetection_phb","propDroppable":"spell"}},"effects":[],"_id":"jKT7K0lcLDCGYJ0S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376904679,"modifiedTime":1695376904679,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.EJUbclRpLfyGfgph.Item.jKT7K0lcLDCGYJ0S] (self only)

  • 1/day each: @UUID[Actor.EJUbclRpLfyGfgph.Item.k7pqAu63DmosvNMO], @UUID[Actor.EJUbclRpLfyGfgph.Item.yLyzPWZITgi7tc59], @UUID[Actor.EJUbclRpLfyGfgph.Item.QiWK7CUpv4jHmvvw]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_deep%20gnome%20(svirfneblin)_mm_mm"}},"effects":[],"_id":"3BiKudTiQ3R0aYdy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376904710,"modifiedTime":1695376904710,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376904292,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":8200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Марилит/Marilith","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"marilith_mm"},"core":{}},"_id":"nW1eYdzN6Ax6mkBa","img":"foundryvtt-static/tokens/marilith.webp","system":{"abilities":{"str":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":189,"max":189,"temp":0,"tempmax":0,"formula":"18d10 + 90"},"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":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.

These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

[–]

The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.

— Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil

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 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 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 marilith can make seven attacks: six with its longswords and one with its tail.

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The crocodile can hold its breath for 30 minutes.

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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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the @spell[fog cloud] spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.
Additional Lair Actions.

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

  • Ocean's Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

  • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

  • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

Regional Effects[–]

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 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.

","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":20,"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%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"eiJTptE1aXO5Vl6F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QeywY1dd5FjRJOsr","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.iyKRTu9zKR6NDUTy.Item.9ELwl8R6mZuC4FKu]{Lightning Breath} or @UUID[Actor.iyKRTu9zKR6NDUTy.Item.1NPmZj2yGBmgw9ya]{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_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9ELwl8R6mZuC4FKu","name":"Breath Weapons: Lightning Breath","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"QeywY1dd5FjRJOsr","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"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%20lightning%20breath_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1NPmZj2yGBmgw9ya","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 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

","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":"charges","target":"QeywY1dd5FjRJOsr","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":23,"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%20repulsion%20breath_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"5XbjhEMCUYrB2xpE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"G382q4DhbMqGiiub","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"snsNBI4LCxJvLZeO","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5HzsGGiVQ9WdqN6R","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pkQ3HJNMNNc0869i","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Bo5jRGf7ForXxbVz","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"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
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.5HzsGGiVQ9WdqN6R]{Detect}
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.pkQ3HJNMNNc0869i]{Tail Attack}
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.Bo5jRGf7ForXxbVz]{Wing Attack}
\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":"Bs3dWg9mB3HqAwnI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates fog as though it had ...","type":"feat","system":{"description":{"value":"

The dragon creates fog as though 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%20though%20it%20had%20..._ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"lisSQyzVTsTqkJR0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A thunderclap originates at a point the ...","type":"feat","system":{"description":{"value":"

A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.

","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":"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":[["1d10","thunder"]],"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%20thunderclap%20originates%20at%20a%20point%20the%20..._ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"JJVsC2VY5zibMq4B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Ocean's Call","type":"feat","system":{"description":{"value":"

The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

","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":[["1d10","slashing"]],"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%20ocean's%20call_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"LqspdvOyZo41aCAw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Salt Burst","type":"feat","system":{"description":{"value":"

The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

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The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

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The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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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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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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The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.

Evil Spirits in Mortal Flesh.

Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.

Evil Reborn.

For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.

When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.

Like devils, rakshasas killed in the Nine Hells are forever destroyed.

[–]

Slay me once, shame on you.

Slay me twice, shame on me.

— Rakshasa maxim

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The rakshasa makes two claw 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_rakshasa_mm_mm"}},"effects":[],"_id":"IWYVFIp3oG5109JT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974536,"modifiedTime":1695376974536,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a @spell[remove curse] spell or similar magic.

","chat":"","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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_rakshasa_mm_mm"}},"effects":[],"_id":"DliA3gjbaz4BnPHw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974536,"modifiedTime":1695376974536,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fOD0BBYjZxyOSEvc","name":"Limited Magic Immunity","type":"feat","system":{"description":{"value":"

The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and 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/symbols/runes-triangle-magenta.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20magic%20immunity_rakshasa_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974536,"modifiedTime":1695376974536,"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.

","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":1,"max":"1","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":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","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/death/projectile-skull-flaming-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"8koT9Rjw65565lXz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974571,"modifiedTime":1695376974571,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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 wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"zvQ27mgqDew22YHu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974602,"modifiedTime":1695376974602,"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":"DGqP9RnWzrED8z2r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974623,"modifiedTime":1695376974623,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Истинное зрение","type":"spell","system":{"description":{"value":"

Заклинание даёт согласному существу, которого вы коснулись, способность видеть вещи такими, какими они являются на самом деле. Пока заклинание активно, это существо обладает истинным зрением, видит потайные двери, сокрытые магией, и его зрение простирается на Эфирный План, и всё это в пределах 120 футов.

","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":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Seeing"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"}},"effects":[],"_id":"SDf7pXyNvq0bXcS4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974650,"modifiedTime":1695376974650,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"3VaIULyg3bmrf1dt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974679,"modifiedTime":1695376974679,"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":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":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":"rzpNdE6FWrZIWuCz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974703,"modifiedTime":1695376974703,"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":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":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":"ubKGQXLFvb9EMfVn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974733,"modifiedTime":1695376974733,"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":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":"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":"BckLGv41wIwhW3hP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974776,"modifiedTime":1695376974776,"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":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":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"uVPW2F1xNxltnNVA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974807,"modifiedTime":1695376974807,"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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"Ndst9wpweGhjIreW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974839,"modifiedTime":1695376974839,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"mZ59YFsY1suUdtvj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974870,"modifiedTime":1695376974870,"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.

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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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"eeCpYvHBnsOenEBj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974901,"modifiedTime":1695376974901,"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.

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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.

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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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"sUP7g8XJiXTTpOJR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974928,"modifiedTime":1695376974928,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, [[/r 1d20+10]]{+10} to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.as1aUfGiiYXdA49X.Item.Ndst9wpweGhjIreW], @UUID[Actor.as1aUfGiiYXdA49X.Item.mZ59YFsY1suUdtvj], @UUID[Actor.as1aUfGiiYXdA49X.Item.eeCpYvHBnsOenEBj], @UUID[Actor.as1aUfGiiYXdA49X.Item.sUP7g8XJiXTTpOJR]

  • 3/day each: @UUID[Actor.as1aUfGiiYXdA49X.Item.3VaIULyg3bmrf1dt], @UUID[Actor.as1aUfGiiYXdA49X.Item.rzpNdE6FWrZIWuCz], @UUID[Actor.as1aUfGiiYXdA49X.Item.ubKGQXLFvb9EMfVn], @UUID[Actor.as1aUfGiiYXdA49X.Item.BckLGv41wIwhW3hP], @UUID[Actor.as1aUfGiiYXdA49X.Item.uVPW2F1xNxltnNVA]

  • 1/day each: @UUID[Actor.as1aUfGiiYXdA49X.Item.8koT9Rjw65565lXz], @UUID[Actor.as1aUfGiiYXdA49X.Item.zvQ27mgqDew22YHu], @UUID[Actor.as1aUfGiiYXdA49X.Item.DGqP9RnWzrED8z2r], @UUID[Actor.as1aUfGiiYXdA49X.Item.SDf7pXyNvq0bXcS4]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_rakshasa_mm_mm"}},"effects":[],"_id":"X22xchGhUMMd5Iq8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974964,"modifiedTime":1695376974964,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376974463,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":17600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Анкег/Ankheg","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ankheg_mm"},"core":{}},"_id":"nUEcwYKR85IPqm9Q","img":"foundryvtt-static/tokens/ankheg.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":14,"calc":"natural","formula":""},"hp":{"value":39,"max":39,"temp":0,"tempmax":0,"formula":"6d10 + 6"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":10,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":60,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.

Lurkers in the Earth.

The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.

Bane of Field and Forest.

Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.

Earthen Tunnels.

As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.

","public":""},"alignment":"unaligned","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Forest, Grassland","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":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":"Анкег","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/ankheg.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":1,"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: 10 ([[/r 2d6 + 3]]) slashing damage plus 3 ([[/r 1d6]]) acid damage. If the target is a Large or smaller creature, it is @condition[grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @condition[grappled] creature and has advantage on attack rolls to do so.

","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"],["1d6","acid"]],"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_ankheg_mm_mm"}},"effects":[],"_id":"TDlsQkprjpidtWuu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883148,"modifiedTime":1695376883148,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Acid Spray","type":"feat","system":{"description":{"value":"

The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @condition[grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 ([[/r 3d6]]) acid 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":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","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/acid/projectile-bolts-salvo-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"acid%20spray%20%7b%40recharge%7d_ankheg_mm_mm"}},"effects":[],"_id":"Ewf1l4GlmxIQuq33","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883148,"modifiedTime":1695376883148,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376883109,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":25200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Эриния/Erinyes","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"erinyes_mm"},"core":{}},"_id":"fXlh6vJExbNp436c","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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Rope of Entanglement

[–]

Some erinyes carry a 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.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.

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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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 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.

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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.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked @condition[prone].

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

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A quipper is a carnivorous fish with sharp teeth.

Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

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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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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 air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.

An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.

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 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) bludgeoning damage.

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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 ([[/r 3d8 + 2]]) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked @condition[prone]. If a thrown target strikes an object, such as a wall or floor, 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 13 Dexterity saving throw or take the same damage and be knocked @condition[prone].

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked @condition[prone].

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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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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d10 + 4]]) piercing damage.

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The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 ([[/r 4d8]]) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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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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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","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"],["2d6","fire"]],"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_efreeti%20(disguises)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"eOgkF8cFhjriB5fP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one target. Hit: 17 ([[/r 5d6]]) 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":120,"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":[["5d6","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":"Hurl Flame","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hurl%20flame_efreeti%20(disguises)_mm_mm"}},"effects":[],"_id":"hX6xnuoy3o8r20EE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kYiEta0w0c1BDe78","name":"Elemental Demise","type":"feat","system":{"description":{"value":"

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.

\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":"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.

\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":"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.

\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":"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.

","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":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":"wis","dc":null,"scaling":"cha"},"level":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/dragon-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Polymorph"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20polymorph_phb","propDroppable":"spell"}},"effects":[],"_id":"kAtphim4afxRH2P3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914965,"modifiedTime":1695376914965,"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":"6y7pVAioNknnSZgs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914987,"modifiedTime":1695376914987,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"p2i67Sv8tuhKswgM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915009,"modifiedTime":1695376915009,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • At will: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.6y7pVAioNknnSZgs], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.p2i67Sv8tuhKswgM] (often with a longer duration than is normal for that spell; see Disguises)

  • 3/day each: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JSnAsN7gCKQDTpYY], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.vvtoXVPJXRYMXWWB], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.kAtphim4afxRH2P3] (mightier genies only; see Disguises)

  • 1/day each: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.zBtU7oLzj4Pi1SPU] (@creature[fire elemental] only), @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JyOzA0PAUkAgWafg], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.XT5UOcXqpVG2xn19], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.1zk2bEeB6vXtIQYV], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.CjBKaKqCCnPS26Xt], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JWnpegIzqTN8PJfM]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_efreeti%20(disguises)_mm_mm"}},"effects":[],"_id":"7VD5RmH4dhBtBapS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915050,"modifiedTime":1695376915050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"LKoa0SyxpYf99IyM","name":"Wishes","type":"feat","system":{"description":{"value":"

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.

","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":"wishes_efreeti%20(wishes)_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.37eJdlgs1ugTm5yG.Item.jtNafxi9sl2g78z3"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915258,"modifiedTime":1695403308417,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376914659,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Призрачная нага/Spirit Naga","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"spirit%20naga_mm"},"core":{}},"_id":"ysGJ4rgxtGVoj2To","img":"foundryvtt-static/tokens/spirit-naga.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"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":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":75,"max":75,"temp":0,"tempmax":0,"formula":"10d10 + 20"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

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.

","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":[["1d6 + @mod","piercing"],["7d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"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":"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_spirit%20naga_mm_mm"}},"effects":[],"_id":"LiUCIga5kpkU64u7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986832,"modifiedTime":1695376986832,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"s7gPjZVo1ykESeXW","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

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.

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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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":0,"long":null,"units":""},"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":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lightning Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"abOZSTlTxRs3nDCO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987082,"modifiedTime":1695376987082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подводное дыхание","type":"spell","system":{"description":{"value":"

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.

","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":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/projectile-skull-flaming-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"6iudCzYeciznRa2O","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987222,"modifiedTime":1695376987222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • Cantrips (at will): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.keGVIjXn1gYHXUy2], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.ScxLgIxuwVaSja4B], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.KBriUaLQA3GUItYS]

  • 1st level (4 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.qXDpaEuVRc7Z3mZF], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.mZHqaJEWVUwL06sj], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.kex8xT14fstSCNmn]

  • 2nd level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.uiExiRBkSN63wObz], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.MrcLAWqbKZMM6xSe]

  • 3rd level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.abOZSTlTxRs3nDCO], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.eWGfsFUUIR8WfyKj]

  • 4th level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.fcShXakK3cWWkqEa], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.GUOlzvs2P0VxzjrW]

  • 5th level (2 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.6iudCzYeciznRa2O]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_spirit%20naga_mm_mm"}},"effects":[],"_id":"YTTHGHw182P3DOEG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987259,"modifiedTime":1695376987259,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376986547,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":32000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Зомби/Zombie","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"zombie_mm"},"core":{}},"_id":"erMIdTeaeAt2yUzx","img":"foundryvtt-static/tokens/zombie.webp","system":{"abilities":{"str":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":6,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"3d8 + 9"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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

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Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.

Divine Caretakers.

Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort.

Truth Tellers.

A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.

Ancient and Few.

A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.

The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 24 hours. Until this poison ends, the target is @condition[unconscious]. Another creature can use an action to shake the target awake.

","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":"1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"str"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"mgc":true},"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_couatl_mm_mm"}},"effects":[],"_id":"heJNefZtOXuSxZHo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 15). Until this grapple ends, the target is @condition[restrained], and the couatl can't constrict another target.

","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":"1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"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},"proficient":1},"name":"Constrict","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/hurn-curved-yellow.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"constrict_couatl_mm_mm"}},"effects":[],"_id":"7Mmy9UMkp9CFViOx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less 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 couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in 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_couatl_mm_mm"}},"effects":[],"_id":"0p1N6IehTEWBzmCF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4vVG59ulRNXo8O3I","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The couatl's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_couatl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"A7milHWsU5xjh9WX","name":"Shielded Mind","type":"feat","system":{"description":{"value":"

The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

","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/control/debuff-chains-ropes-net-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shielded%20mind_couatl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Вещий сон","type":"spell","system":{"description":{"value":"

Это заклинание формирует сон другого существа. Выберите целью этого заклинания известное вам существо. Цель должна находиться на одном плане существования с вами. Этим заклинанием нельзя связаться с существами, которые не спят, например, с эльфами. Вы или согласное существо, которого вы касаетесь, входите в транс, становясь посыльным. Находясь в трансе, посыльный осознаёт своё окружение, но не может совершать действий и перемещаться.

\n

Если цель спит, посыльный появляется в её сне и может беседовать с ней, пока та спит, и пока заклинание активно. Посыльный также может формировать окружение сна, создавая местность, предметы и прочие образы. Посыльный может в любое время выйти из транса, окончив эффект этого заклинания. После пробуждения цель прекрасно помнит сон. Если в момент накладывания заклинания цель бодрствует, посыльный это узнаёт, и может либо окончить транс (и заклинание), либо подождать, пока цель заснёт, и тогда он появится во сне цели.

\n

Вы можете сделать посыльного кошмарным для цели. В этом случае посыльный может передать послание не длиннее десяти слов, и цель обязана совершить спасбросок Мудрости. При провале отголоски кошмара длятся весь сон, и цель не получает преимуществ от этого отдыха. Кроме того, когда цель просыпается, она получает урон психической энергией [[/r 3d6]]. Если у вас есть часть тела, клок волос, обрезки ногтей или другая подобная часть тела цели, она совершает спасбросок с помехой.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":0,"long":null,"units":"spec"},"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":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/moon-crescent.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dream"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dream_phb","propDroppable":"spell"}},"effects":[],"_id":"DXykmM1lkZKj2tR4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901877,"modifiedTime":1695376901877,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Высшее восстановление","type":"spell","system":{"description":{"value":"

Вы наделяете существо, которого касаетесь, позитивной энергией, отменяющей ослабляющие эффекты. Вы можете уменьшить уровень @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cspWveykstnu3Zcv]{истощения} цели на 1, или окончить на ней один из следующих эффектов:

\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":"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Restoration"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"}},"effects":[],"_id":"Pru0k8kbSyYvb8vD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901904,"modifiedTime":1695376901904,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"range":{"value":0,"long":null,"units":"self"},"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":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"m7Yaje4RwemByV9E","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901936,"modifiedTime":1695376901936,"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":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":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":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":"7D16VMnBMwcZhB6w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901971,"modifiedTime":1695376901971,"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":"gzFIZseOgewRXKHF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902021,"modifiedTime":1695376902021,"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":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","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/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":"x3wWvWbdVyFQB9k5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902061,"modifiedTime":1695376902061,"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":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":2,"school":"abj","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/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":"JFT4U7GItgR7qVql","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902090,"modifiedTime":1695376902090,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Защита от яда","type":"spell","system":{"description":{"value":"

Вы касаетесь существа. Если оно @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.lq3TRI6ZlED8ABMx]{отравлено}, вы нейтрализуете яд. Если на цель действуют несколько ядов, вы нейтрализуете тот, о котором знаете, либо же один случайным образом выбранный яд.

\n

Пока заклинание активно, цель с преимуществом совершает спасброски от отравленного состояния и получает сопротивление к урону ядом.

","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":2,"school":"abj","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/acid/dissolve-drip-droplet-smoke.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Protection from Poison"},"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20poison_phb","propDroppable":"spell"}},"effects":[],"_id":"bzVzw8MGt3yIJ1sA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902120,"modifiedTime":1695376902120,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"egaE0EMyDcArvrdK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902152,"modifiedTime":1695376902152,"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":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":1,"school":"abj","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/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":"H5dknumxAtIbKK1v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902191,"modifiedTime":1695376902191,"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":"f8pzfnhmwnB2wZmE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902237,"modifiedTime":1695376902237,"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":"TqXKDjsh6q081xJu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902282,"modifiedTime":1695376902282,"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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"iYhOfFFGLR3i4MvW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902310,"modifiedTime":1695376902310,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

  • At will: @UUID[Actor.3SnTm7MfZCie2cdT.Item.f8pzfnhmwnB2wZmE], @UUID[Actor.3SnTm7MfZCie2cdT.Item.TqXKDjsh6q081xJu], @UUID[Actor.3SnTm7MfZCie2cdT.Item.iYhOfFFGLR3i4MvW]

  • 3/day each: @UUID[Actor.3SnTm7MfZCie2cdT.Item.7D16VMnBMwcZhB6w], @UUID[Actor.3SnTm7MfZCie2cdT.Item.gzFIZseOgewRXKHF], @UUID[Actor.3SnTm7MfZCie2cdT.Item.x3wWvWbdVyFQB9k5], @UUID[Actor.3SnTm7MfZCie2cdT.Item.JFT4U7GItgR7qVql], @UUID[Actor.3SnTm7MfZCie2cdT.Item.bzVzw8MGt3yIJ1sA], @UUID[Actor.3SnTm7MfZCie2cdT.Item.egaE0EMyDcArvrdK], @UUID[Actor.3SnTm7MfZCie2cdT.Item.H5dknumxAtIbKK1v]

  • 1/day each: @UUID[Actor.3SnTm7MfZCie2cdT.Item.DXykmM1lkZKj2tR4], @UUID[Actor.3SnTm7MfZCie2cdT.Item.Pru0k8kbSyYvb8vD], @UUID[Actor.3SnTm7MfZCie2cdT.Item.m7Yaje4RwemByV9E]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_couatl_mm_mm"}},"effects":[],"_id":"0oMeao0i1xDnQNbw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902340,"modifiedTime":1695376902340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376901585,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Пурпурный червь/Purple Worm","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"purple%20worm_mm"},"core":{}},"_id":"ayP8Ta5OnDo5XAw7","img":"foundryvtt-static/tokens/purple-worm.webp","system":{"abilities":{"str":{"value":28,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":8,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":4,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":247,"max":247,"temp":0,"tempmax":0,"formula":"15d20 + 90"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":30,"tremorsense":60,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.

Ravenous Hunters.

Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.

Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance.

Boons of the Worm.

When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.

A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together.

","public":""},"alignment":"unaligned","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Desert, Underdark","cr":15,"spellLevel":0,"source":"MM"},"traits":{"size":"grg","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":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":"Пурпурный червь","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/purple-worm.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":4,"height":4,"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":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The worm makes two attacks: one with its bite and one with its stinger.

","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_purple%20worm_mm_mm"}},"effects":[],"_id":"5C3xa7cxI8O3EcxD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973498,"modifiedTime":1695376973498,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 22 ([[/r 3d8 + 9]]) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is @condition[blinded] and @condition[restrained], it has total cover against attacks and other effects outside the worm, and it takes 21 ([[/r 6d6]]) acid damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 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 worm. If the worm dies, a swallowed creature is no longer @condition[restrained] by it and can escape from the corpse by using 20 feet of movement, exiting @condition[prone].

","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":[["3d8 + @mod","piercing"],["6d6","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"con"},"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_purple%20worm_mm_mm"}},"effects":[],"_id":"8Rca5ayWl8U54DGG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973498,"modifiedTime":1695376973498,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one creature. Hit: 19 ([[/r 3d6 + 9]]) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 ([[/r 12d6]]) poison damage on a failed save, or half as much damage on a successful one.

","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":[["3d6 + @mod","piercing"],["12d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"con"},"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":"Tail Stinger","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/stinger-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail%20stinger_purple%20worm_mm_mm"}},"effects":[],"_id":"VPPbrWDgDgiqOunt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973498,"modifiedTime":1695376973498,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ixJJY4DkFcN3vZuO","name":"Tunneler","type":"feat","system":{"description":{"value":"

The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

","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/cave-entrance.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"tunneler_purple%20worm_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973498,"modifiedTime":1695376973498,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376973178,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":17800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Ифрит/Efreeti","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"efreeti_mm"},"core":{}},"_id":"735113wjPwO6wAMl","img":"foundryvtt-static/tokens/efreeti.webp","system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":24,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":200,"max":200,"temp":0,"tempmax":0,"formula":"16d10 + 112"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"

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.

","public":""},"alignment":"lawful evil","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Desert","cr":11,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["fire"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["ignan"],"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":"Ифрит","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/efreeti.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 efreeti makes two scimitar attacks or uses its Hurl Flame twice.

","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_efreeti_mm_mm"}},"effects":[],"_id":"UkMi6USIE7t7FmgA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914207,"modifiedTime":1695376914207,"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 plus 7 ([[/r 2d6]]) fire damage.

","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"],["2d6","fire"]],"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_efreeti_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"C4LM7p0mObjHipLH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914207,"modifiedTime":1695376914207,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one target. Hit: 17 ([[/r 5d6]]) 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":120,"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":[["5d6","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":"Hurl Flame","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hurl%20flame_efreeti_mm_mm"}},"effects":[],"_id":"U5utomSebTw2XqXl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914207,"modifiedTime":1695376914207,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rc9jRvt6CxV1a6TZ","name":"Elemental Demise","type":"feat","system":{"description":{"value":"

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.

\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":"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).

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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.

","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":"ugcrNlkFCzFrgRUj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914533,"modifiedTime":1695376914533,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • At will: @UUID[Actor.735113wjPwO6wAMl.Item.ugcrNlkFCzFrgRUj]

  • 3/day each: @UUID[Actor.735113wjPwO6wAMl.Item.UfZXM4TBLAPkJTXc], @UUID[Actor.735113wjPwO6wAMl.Item.E3AYPuph8dbMkn7M]

  • 1/day each: @UUID[Actor.735113wjPwO6wAMl.Item.f0ML5GRhpSEYuLFg] (@creature[fire elemental] only), @UUID[Actor.735113wjPwO6wAMl.Item.PEJqx8GwjPBbOcTy], @UUID[Actor.735113wjPwO6wAMl.Item.Bct3s5KLK9FxXNRN], @UUID[Actor.735113wjPwO6wAMl.Item.x6W2qqhx1ySRJ23g], @UUID[Actor.735113wjPwO6wAMl.Item.Y3x0sMLZVvyObnDu], @UUID[Actor.735113wjPwO6wAMl.Item.Fwioec6wVRUDbAza]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_efreeti_mm_mm"}},"effects":[],"_id":"LTUBEsP8eGJhzVEU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914554,"modifiedTime":1695376914554,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376913915,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":5000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Боевая лошадь/Warhorse","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"warhorse_mm"},"core":{}},"_id":"gVOf9GgBys7HMWMV","img":"foundryvtt-static/tokens/warhorse.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":19,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":60,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Variant: Warhorse Armor

[–]

An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.

ACBarding
12Leather
13Studded leather
14Ring mail
15Scale mail
16Chain mail
17Splint
18Plate
","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Urban","cr":0.5,"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":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":"Боевая лошадь","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/warhorse.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":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+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.6TDrc0mCIvUVlsL0.Item.eb2YzM2EAqxYcMvV]{Fire Breath} or @UUID[Actor.6TDrc0mCIvUVlsL0.Item.sArSGgxKbjoDrpLF]{Sleep Breath}

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The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 ([[/r 12d6]]) 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 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall @condition[unconscious] for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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The shark can breathe only underwater.

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A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.

Invisible Tricksters.

The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\"

Friendly and Bright.

A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.

The Colors of Age.

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.

Dragon ColorAge Range
Red5 years or less
Orange6–10 years
Yellow11–20 years
Green21–30 years
Blue31–40 years
Indigo41–50 years
Violet51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon

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The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a [[/r d6]] at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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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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As a bonus action, the dragon can magically turn @condition[invisible] until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the dragon wears or carries is @condition[invisible] with it.

","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":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/fog-gas-smoke-blue-gray.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"superior%20invisibility_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"63SHM6lg64A0e3KJ","name":"Limited Telepathy","type":"feat","system":{"description":{"value":"

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

","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/control/energy-stream-link-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20telepathy_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"EqHoOs9W8kMPx5NF","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The faerie dragon 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_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сверкающие брызги","type":"spell","system":{"description":{"value":"

Из Вашей руки вылетают яркие разноцветные лучи. Бросьте [[/r 6d10]]; результат покажет, сколько хитов существ попадает под эффект. Существа в 15-футовом конусе, исходящем от вас, попадают под эффект в порядке увеличения текущих хитов (игнорируя тех, кто @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{без сознания} и не может видеть).

\n

Начиная с существа с наименьшим числом текущих хитов, все существа, попавшие под действие заклинания, становятся @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{Ослеплённым} до конца Вашего следующего хода. Вычитайте из остатка хиты уже Ослеплённых существ и переходите к следующим. Хиты существа не должны превышать остаток, чтобы это существо попало под действие заклинания.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, бросьте дополнительно [[/r 2d10]] 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":15,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"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":[["6d10",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of powder or sand that is colored red, yellow, and blue","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d10"}},"img":"icons/magic/unholy/strike-beam-blood-large-red-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Color Spray"},"plutonium":{"page":"spells.html","source":"PHB","hash":"color%20spray_phb","propDroppable":"spell"}},"effects":[],"_id":"evCpcXfQCes8ohWA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064099,"modifiedTime":1695396064099,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":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":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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"VuBGQzQYtWG0rVzb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064118,"modifiedTime":1695396064118,"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":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":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":"0ojizwbJ1kvFaz7J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064136,"modifiedTime":1695396064136,"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":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":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":"wgHJ5aIzHs8edBa6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064155,"modifiedTime":1695396064155,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"v1B7uHcJckG55mYw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064190,"modifiedTime":1695396064190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:

  • 1/day each: @UUID[Actor.adE6OlTe7NUOfeLv.Item.evCpcXfQCes8ohWA], @UUID[Actor.adE6OlTe7NUOfeLv.Item.VuBGQzQYtWG0rVzb], @UUID[Actor.adE6OlTe7NUOfeLv.Item.0ojizwbJ1kvFaz7J], @UUID[Actor.adE6OlTe7NUOfeLv.Item.wgHJ5aIzHs8edBa6], @UUID[Actor.adE6OlTe7NUOfeLv.Item.v1B7uHcJckG55mYw]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"_id":"GPj7Dfo9khG7RYuP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064214,"modifiedTime":1695396064214,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695396063814,"modifiedTime":1698272101534,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"KitrMGRdzdFhOwLt","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Кулак Бейна/Fist of Bane","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"fist%20of%20bane_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"beDnS1JPW7nyMqRN","img":"https://5etools-mirror-1.github.io/img/BGDIA/Fist of Bane.png","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":null,"tempmax":null,"formula":"4d8 + 4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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Длинные луки используют натяжение тетивы рукой, чтобы посылать стрелу к цели. Длинные луки на пару футов выше, но их не так легко носить с собой.
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Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. В комплект входят рукавицы.
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Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. 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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Щит изготавливается из дерева или металла, и несётся одной рукой. Использование щита увеличивает КД на 2. Вы получаете преимущество только от одного щита одновременно.
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Существо совершает с преимуществом все проверки характеристик и спасброски, совершаемые во время боя.

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

Draconic Nature.

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

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

Half-Dragon Template[–]

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

Challenge.

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

Senses.

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

Resistances.

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

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

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

New Action: Breath Weapon.

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

SizeBreath WeaponOptional Prerequisite
Large or smallerAs a wyrmlingChallenge 2 or higher
HugeAs a young dragonChallenge 7 or higher
GargantuanAs an adult dragonChallenge 8 or higher

Sample Half-Dragon[–]

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

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

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

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

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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.

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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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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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Shadows are undead that resemble dark exaggerations of humanoid shadows.

Dark Disposition.

From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.

If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its \"parent\" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 9 ([[/r 2d6 + 2]]) necrotic damage, and the target's Strength score is reduced by [[/r 1d4]]. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse [[/r 1d4]] hours later.

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The shadow can move through a space as narrow as 1 inch wide without squeezing.

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While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

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While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

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Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.

Beautiful Corrupters.

A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.

Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.

The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A @condition[charmed] creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.

Deadly Kiss.

The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.

Fiendish Offspring.

Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a @creature[cambion] child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.

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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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One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically @condition[charmed] for 1 day. The @condition[charmed] target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target @condition[charmed] at a time. If it charms another, the effect on the previous target ends.

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The fiend kisses a creature @condition[charmed] by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 ([[/r 5d10 + 5]]) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

","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":[["5d10 + 5","psychic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-vortex-swirl-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"draining%20kiss_incubus_mm_mm"}},"effects":[],"_id":"b60PomNNcgyg8az2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376946037,"modifiedTime":1695376946037,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Etherealness","type":"feat","system":{"description":{"value":"

The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

","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/magic/control/debuff-chains-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"etherealness_incubus_mm_mm"}},"effects":[],"_id":"5rTIVtKuXO3BfQy4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376946037,"modifiedTime":1695376946037,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"P1pwtdnhu1G8xgNw","name":"Telepathic Bond","type":"feat","system":{"description":{"value":"

The fiend ignores the range restriction on its telepathy when communicating with a creature it has @condition[charmed]. The two don't even need to be on the same plane of existence.

","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/control/energy-stream-link-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"telepathic%20bond_incubus_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376946037,"modifiedTime":1695376946037,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"A8hn9SCdCizMhAWq","name":"Shapechanger","type":"feat","system":{"description":{"value":"

The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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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:

  • 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.
  • 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].
  • 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].
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:

  • Small earthquakes are common within 6 miles of the dragon's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 8th. 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 8th. 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 plus 14 ([[/r 4d6]]) fire 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.

","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":[["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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"yavIszsMzILQFvRq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+17]]{+17} to hit, reach 20 ft., one target. Hit: 19 ([[/r 2d8 + 10]]) bludgeoning 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":20,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"5T5D1RZHEC2ZmvzM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

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%20red%20dragon_mm_mm"}},"effects":[],"_id":"LZFwkpALwVpiaqvY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 ([[/r 26d6]]) 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":90,"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":[["26d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"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_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"tbNMAhGncpVR8o68","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"0Xhu7QqRyLrP3Cws","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Knc34hbVYZxVJ2Ld","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"97Jn6oDe6taMvvPE","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"FBSfvFKyJqr8DHnW","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%20red%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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
  • @UUID[Actor.L9EotIden184gCD6.Item.Knc34hbVYZxVJ2Ld]{Detect}
  • @UUID[Actor.L9EotIden184gCD6.Item.97Jn6oDe6taMvvPE]{Tail Attack}
  • @UUID[Actor.L9EotIden184gCD6.Item.FBSfvFKyJqr8DHnW]{Wing Attack}
\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":"67XNYdKJpbkJkw4g","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20magma%20erupts%20from%20a%20point%20on%20the%20ground%20the%20..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"d0hNYt20hRuSfkpI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20tremor%20shakes%20the%20lair%20in%20a%2060-foot%20..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"IN1DjJJIok98oXxO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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..._ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"yZVpUnKgPiTCxIW3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20noxious%20smoke_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"Aj9fTMvKeJwJJ5ja","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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":"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%20searing%20heat_ancient%20red%20dragon_mm_mm"}},"effects":[],"_id":"Qlwk0alu8nmAKPWp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880831,"modifiedTime":1695376880831,"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:

  • 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.

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Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.

Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.

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

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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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.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) piercing damage.

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Ranged Spell Attack: [[/r 1d20+5]]{+5} to hit, range 150 ft., one target. Hit: 10 ([[/r 3d6]]) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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At the start of each of its turns, the barbed devil deals 5 ([[/r 1d10]]) piercing damage to any creature grappling it.

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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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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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A quipper is a carnivorous fish with sharp teeth.

Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

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

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

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The quipper can breathe only underwater.

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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:

  • 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.
  • 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.
  • 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.
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:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
  • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (@skill[Perception]) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall [[/r 1d6 * 10]]{1d6 × 10} feet into the sinkhole.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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.

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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 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.

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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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  • @UUID[Actor.z1OEpPt46qSKBTaJ.Item.ZOrKHFjWBBVNPO3B]{Detect}
  • @UUID[Actor.z1OEpPt46qSKBTaJ.Item.M7Wzpo5eEGaao9AN]{Tail Attack}
  • @UUID[Actor.z1OEpPt46qSKBTaJ.Item.CNJeSsUv20YPElhG]{Wing Attack}
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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.

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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.

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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.

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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:

  • 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.

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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":"Удав/Constrictor Snake","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"constrictor%20snake_mm"},"core":{}},"_id":"z5zYEeVOlwXhzkne","img":"foundryvtt-static/tokens/constrictor-snake.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":13,"max":13,"temp":0,"tempmax":0,"formula":"2d10 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Desert, Forest, Swamp, 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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.

","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":[["1d6 + @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_constrictor%20snake_mm_mm"}},"effects":[],"_id":"On2Rd3SeKkIeyoM5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901157,"modifiedTime":1695376901157,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d8 + 2]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 14). Until this grapple ends, the creature is @condition[restrained], and the snake can't constrict another target.

","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":[["1d8 + @mod","bludgeoning"]],"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":"Constrict","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/hurn-curved-yellow.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"constrict_constrictor%20snake_mm_mm"}},"effects":[],"_id":"OVkJK30ENzbolUGr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901157,"modifiedTime":1695376901157,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376901106,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":32200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Бес/Imp","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"imp_mm"},"core":{}},"_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":0,"tempmax":0,"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one.

","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","piercing"],["3d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","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":"Sting (Bite in Beast Form)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/stinger-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"sting%20(bite%20in%20beast%20form)_imp_mm_mm"}},"effects":[],"_id":"yDlU2YIMOIGTmkja","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945515,"modifiedTime":1695376945515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"feat","system":{"description":{"value":"

The imp magically turns @condition[invisible] until it attacks, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the imp wears or carries is @condition[invisible] with it.

","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/commodities/materials/glass-orb.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"invisibility_imp_mm_mm"}},"effects":[],"_id":"j9zTGULA7FSxbRBW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945515,"modifiedTime":1695376945515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"TH1iAMZ9a1WwJ1Ui","name":"Shapechanger","type":"feat","system":{"description":{"value":"

The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

","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_imp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945515,"modifiedTime":1695376945515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"17naW49sEZs0VL9Y","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

Magical darkness doesn't impede the imp's darkvision.

","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/perception/eye-ringed-glow-angry-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"devil's%20sight_imp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945515,"modifiedTime":1695376945515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QSN2a2AcqdqwwhPe","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The imp 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_imp_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945515,"modifiedTime":1695376945515,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376945450,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":26000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Марилит/Marilith","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"marilith%20(summoner)_mm"},"core":{}},"_id":"nAf0WANVw69qcJGu","img":"foundryvtt-static/tokens/marilith.webp","system":{"abilities":{"str":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":189,"max":189,"temp":0,"tempmax":0,"formula":"18d10 + 90"},"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":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.

These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

[–]

The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.

— Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil

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 marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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The demon chooses what to summon and attempts a magical summoning.

A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] @creature[vrock||vrocks], [[/r 1d4]] @creature[hezrou||hezrous], [[/r 1d3]] @creature[glabrezu||glabrezus], [[/r 1d2]] @creature[nalfeshnee||nalfeshnees], or one marilith.

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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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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

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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.

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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.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]].

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

\n

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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.

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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.

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

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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.

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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.

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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:

  • Cantrips (at will): @UUID[Actor.WjcBhFJOQtPhRZV3.Item.6BolwSkYZALyOaio], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.RMOSqwcACvOfbF6P], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.UmG2uSsxtld81xbz]

  • 1st level (3 slots): @UUID[Actor.WjcBhFJOQtPhRZV3.Item.EB2BPRjtpin1DilJ], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.mSon004y65zSUlC2], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.28vQmCC2BSq8SRSG]

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Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.

Divine Curse.

Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.

Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.

When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.

Harpy Song.

To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath.

Sadistic Cowards.

Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.

When they attack, harpies play with their food, delighting in the \"music\" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.

Gruesome Collectors.

Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.

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The harpy makes two attacks: one with its claws and one with its club.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 6 ([[/r 2d4 + 1]]) slashing damage.

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

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The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be @condition[charmed] until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is @condition[incapacitated].

While @condition[charmed] by the harpy, a target is @condition[incapacitated] and ignores the songs of other harpies. If the @condition[charmed] target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this harpy's song for the next 24 hours.

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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

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

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A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons.

A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.

[–]

Two of my gravediggers were caught and hanged yesterday. The other two are understandably reluctant to meet a similar fate, but I shan't let their concerns stall my progress. I need fresh corpses, and if those bumpkins can't get them for me, I'll use theirs instead.

— From the diary of Evangeliza Lavain, necromancer

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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Каждый раз, когда голем начинает ход с 40 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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Каждый раз, когда голем должен получить урон электричеством, он не получает урон, и вместо этого восстанавливает число хитов, равное причиняемому урону электричеством.

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Атаки существа считаются магическими.

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

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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

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The vampire makes two attacks, only one of which can be a bite attack.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one willing creature, or a creature that is @condition[grappled] by the vampire, @condition[incapacitated], or @condition[restrained]. Hit: 6 ([[/r 1d6 + 3]]) piercing damage plus 7 ([[/r 2d6]]) 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.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 2d4 + 3]]) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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The vampire regains 10 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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is @condition[incapacitated] in its resting place.

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 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 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 swarm knows the exact location of any other creature in contact with the same web.

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One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.

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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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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A 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.

","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":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","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":"Hurl Flame","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hurl%20flame_horned%20devil_mm_mm"}},"effects":[],"_id":"ogWtXIRumG8WAylo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376942669,"modifiedTime":1695376942669,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uvO90n7qEBZcoq7B","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

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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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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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 7 ([[/r 1d10 + 2]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 ([[/r 4d8]]) 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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As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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The spider ignores movement restrictions caused by webbing.

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Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.

Primitive.

Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.

Bigger Means Better.

In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.

Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.

Voracious Eaters.

With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.

Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.

Stupid and Deadly.

The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.

With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.

In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them.

Raging Bullies.

A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.

If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option.

Squash.

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 ([[/r 6d6 + 5]]) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Source: SKT, page 246
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The giant makes two greatclub attacks.

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Ranged Weapon Attack: [[/r 1d20+8]]{+8} to hit, range 60/240 ft., one target. Hit: 21 ([[/r 3d10 + 5]]) bludgeoning damage.

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The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.

Passive Predators.

Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.

Roving Ambushers.

Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.

Spoils of Slaughter.

Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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

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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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the @spell[fog cloud] spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.
Additional Lair Actions.

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

  • Ocean's Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

  • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

  • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

Regional Effects[–]

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

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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.

","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":20,"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%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"eiJTptE1aXO5Vl6F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QeywY1dd5FjRJOsr","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.iyKRTu9zKR6NDUTy.Item.9ELwl8R6mZuC4FKu]{Lightning Breath} or @UUID[Actor.iyKRTu9zKR6NDUTy.Item.1NPmZj2yGBmgw9ya]{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_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9ELwl8R6mZuC4FKu","name":"Breath Weapons: Lightning Breath","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"QeywY1dd5FjRJOsr","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"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%20lightning%20breath_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1NPmZj2yGBmgw9ya","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 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

","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":"charges","target":"QeywY1dd5FjRJOsr","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":23,"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%20repulsion%20breath_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"snsNBI4LCxJvLZeO","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5HzsGGiVQ9WdqN6R","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pkQ3HJNMNNc0869i","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Bo5jRGf7ForXxbVz","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"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
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.5HzsGGiVQ9WdqN6R]{Detect}
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.pkQ3HJNMNNc0869i]{Tail Attack}
  • @UUID[Actor.iyKRTu9zKR6NDUTy.Item.Bo5jRGf7ForXxbVz]{Wing Attack}
\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":"Bs3dWg9mB3HqAwnI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates fog as though it had ...","type":"feat","system":{"description":{"value":"

The dragon creates fog as though 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%20though%20it%20had%20..._ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"lisSQyzVTsTqkJR0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A thunderclap originates at a point the ...","type":"feat","system":{"description":{"value":"

A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.

","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":"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":[["1d10","thunder"]],"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%20thunderclap%20originates%20at%20a%20point%20the%20..._ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"JJVsC2VY5zibMq4B","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Ocean's Call","type":"feat","system":{"description":{"value":"

The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

","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":[["1d10","slashing"]],"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%20ocean's%20call_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"LqspdvOyZo41aCAw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Salt Burst","type":"feat","system":{"description":{"value":"

The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

","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":[["3d6","slashing"]],"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%20salt%20burst_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"vByji7KcIZ2NyKOL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Whelming Water","type":"feat","system":{"description":{"value":"

The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength 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":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":"str","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%20whelming%20water_ancient%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"9tN8d9O3xx9GEfH8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878625,"modifiedTime":1695376878625,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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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.

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

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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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An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.

An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.

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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Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 ([[/r 3d8 + 2]]) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked @condition[prone]. If a thrown target strikes an object, such as a wall or floor, 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 13 Dexterity saving throw or take the same damage and be knocked @condition[prone].

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked @condition[prone].

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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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Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.

A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.

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.

","public":""},"alignment":"lawful good","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Desert, Forest","cr":10,"spellLevel":11,"source":"MM"},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","poisoned"],"custom":""},"languages":{"value":["celestial","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":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":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":3,"override":null},"spell4":{"value":3,"override":null},"spell5":{"value":2,"override":null},"spell6":{"value":1,"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":"Нага-хранитель","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/guardian-naga.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":[{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one creature. Hit: 8 ([[/r 1d8 + 4]]) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

","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":[["1d8 + @mod","piercing"],["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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_guardian%20naga_mm_mm"}},"effects":[],"_id":"v80Wa7Y5iiQh3lP2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+8]]{+8} to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

","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":15,"long":30,"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":[["10d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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":"Spit Poison","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/slimes/slime-movement-dripping-pseudopods-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"spit%20poison_guardian%20naga_mm_mm"}},"effects":[],"_id":"A5InmkzJhBnnGUuk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ycOOk9a0YPtZpVyj","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

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_guardian%20naga_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937190,"modifiedTime":1695376937190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Починка","type":"spell","system":{"description":{"value":"

Это заклинание чинит одно повреждение или разрыв на предмете, которого касаетесь, например, разорванное звено цепи, две половинки сломанного ключа, порванный плащ или протекающий бурдюк. Если повреждение или разрыв не больше 1 фута в длину, вы чините его, не оставляя следов.

\n

Это заклинание может физически починить магический предмет или конструкта, но не может восстановить магию в таких предметах.

","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":"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":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/trades/textiles-stitching-leather-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mending"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mending_phb","propDroppable":"spell"}},"effects":[],"_id":"KT6gjbErzPwATRsI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937222,"modifiedTime":1695376937222,"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.

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]].

","chat":"","unidentified":""},"source":"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":"dTe4TySXbsoXXk4l","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937243,"modifiedTime":1695376937243,"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":"jeusDsujpsBcgGJV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937259,"modifiedTime":1695376937259,"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":"N56SaWd9kZXjA3h5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937276,"modifiedTime":1695376937276,"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":"snCH0DAsHhghOeI6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937303,"modifiedTime":1695376937303,"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":"3AZwiHru7uDswG7v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937320,"modifiedTime":1695376937320,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Умиротворение","type":"spell","system":{"description":{"value":"

Вы пытаетесь подавить сильные эмоции у группы существ. Все гуманоиды в сфере с радиусом 20 футов с центром в точке, выбранной в пределах дистанции, должны совершить спасбросок Харизмы; существо может добровольно провалить этот спасбросок, если пожелает. Если существо проваливает спасбросок, выберите один из двух описанных ниже эффектов:

\n

Вы можете подавить все эффекты, делающие цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испуганной}. Когда это заклинание оканчивается, все подавленные эффекты восстанавливаются, при условии, что за это время их действие не окончилось.

\n

В качестве альтернативы, вы можете сделать цель безразличной к выбранным вами существам, к которым она относилась враждебно. Это безразличие оканчивается, если цель атакована или ей причинён вред заклинанием, или если она станет свидетелем того, как причиняют вред её друзьям. Когда заклинание оканчивается, существо становится вновь враждебным, если Мастер не решит по-другому.

","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":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":"cha","dc":null,"scaling":"wis"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/social/trading-justice-scale-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Calm Emotions"},"plutonium":{"page":"spells.html","source":"PHB","hash":"calm%20emotions_phb","propDroppable":"spell"}},"effects":[],"_id":"Og8WdV1eMTLTohZz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937340,"modifiedTime":1695376937340,"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":"WM5AUOmZo5tED2VX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937364,"modifiedTime":1695376937364,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Проклятие","type":"spell","system":{"description":{"value":"

Вы касаетесь существа, и оно должно преуспеть в спасброске Мудрости, иначе станет проклятым на период действия заклинания. Накладывая это заклинание, выберите характер проклятья из следующего списка:

\n\n

Заклинание @UUID[Compendium.dnd5e.spells.XZhdgVK3cLoxNCQl]{Снятие проклятия} оканчивает этот эффект. С разрешения Мастера, вы можете создать альтернативный эффект проклятья, но он не должен быть сильнее тех, что представлены выше. Финальное решение об эффекте проклятья остается за Мастером.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 4 уровня или выше, длительность будет «Концентрация, вплоть до 10 минут». Если вы использовали ячейку 5 уровня или выше, длительность будет «8 часов». Если вы использовали ячейку 7 уровня или выше, длительность будет «24 часа». Если вы использовали ячейку 9 уровня, заклинание действует, пока не рассеется. При использовании ячейки как минимум 5 уровня концентрация не требуется.

","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":"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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/projectile-skull-fire-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Bestow Curse"},"plutonium":{"page":"spells.html","source":"PHB","hash":"bestow%20curse_phb","propDroppable":"spell"}},"effects":[],"_id":"c4YMnDlZVbxe3Qfw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937395,"modifiedTime":1695376937395,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подсматривание","type":"spell","system":{"description":{"value":"

Вы создаёте невидимый сенсор в пределах дистанции в известном вам месте (месте, которое вы уже видели или посещали) или очевидном месте, незнакомом вам (например, за дверью, за углом, или в роще деревьев). Сенсор остаётся на месте, и его нельзя атаковать или как-то с ним взаимодействовать.

\n

Накладывая заклинание, вы выбираете зрение или слух. Вы можете использовать выбранное чувство через сенсор, как если бы вы находились на его месте. Вы можете действием переключаться между зрением и слухом. Существо, способное увидеть сенсор (например, находящееся под заклинанием Видение невидимого или с Истинным зрением) видит светящийся нематериальный шарик размером с Ваш кулак.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"any","type":"space"},"range":{"value":1,"long":null,"units":"mi"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/orb-crystal-ball-scrying.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Clairvoyance"},"plutonium":{"page":"spells.html","source":"PHB","hash":"clairvoyance_phb","propDroppable":"spell"}},"effects":[],"_id":"Qfo2EUM2MsNvLCLS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937434,"modifiedTime":1695376937434,"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.

\n

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.

","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":"cha","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"4Niyc8UWRajif831","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937460,"modifiedTime":1695376937460,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Свобода перемещения","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, на перемещения цели не влияет @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимая местность}, а заклинания и прочие магические эффекты не могут ни уменьшить её скорость, ни сделать её @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиженной}.

\n

Цель может также потратить 5 футов перемещения, чтобы автоматически высвободиться из немагических оков, таких как кандалы или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.gYDAhd02ryUmtwZn]{захват} другого существа. Более того, нахождение под водой не накладывает штрафы на перемещение и атаки цели.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackles-movement-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Freedom of Movement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"freedom%20of%20movement_phb","propDroppable":"spell"}},"effects":[],"_id":"TV4LTs9WGbQGSmVp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937489,"modifiedTime":1695376937489,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"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":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/explosion-flame-lightning-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flame Strike"},"plutonium":{"page":"spells.html","source":"PHB","hash":"flame%20strike_phb","propDroppable":"spell"}},"effects":[],"_id":"dQjMw4gBllZOfTYt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937527,"modifiedTime":1695376937527,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обет","type":"spell","system":{"description":{"value":"

Вы отдаёте магическую команду существу, видимому в пределах дистанции, заставляя его оказать некую услугу или наоборот, не совершать чего-либо. Если существо может вас понять, оно должно совершить спасбросок Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} на время действия заклинания. Пока существо очаровано вами, оно получает урон психической энергией [[/r 5d10]] каждый раз, когда действует, противореча Вашим инструкциям, но не чаще одного раза за день. Существо, не способное вас понять, не попадает под действие этого заклинания.

\n

Вы можете отдать любую команду, кроме той, что однозначно будет самоубийственной. Если вы отдадите такую команду, заклинание оканчивается.

\n

Вы можете окончить заклинание преждевременно, потратив на это действие. Снятие проклятья, Высшее восстановление и Исполнение желаний тоже оканчивают его.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го или 8-го уровня, его длительность составит 1 год. Если использовать ячейку 9-го уровня, заклинание длится, пока его не прекратят одним из упомянутых выше заклинаний.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"30","units":"day"},"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":[["5d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":5,"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/hypnosis-mesmerism-eye.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Geas"},"plutonium":{"page":"spells.html","source":"PHB","hash":"geas_phb","propDroppable":"spell"}},"effects":[],"_id":"PDzD3AnWlP3wjCyL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937555,"modifiedTime":1695376937555,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Истинное зрение","type":"spell","system":{"description":{"value":"

Заклинание даёт согласному существу, которого вы коснулись, способность видеть вещи такими, какими они являются на самом деле. Пока заклинание активно, это существо обладает истинным зрением, видит потайные двери, сокрытые магией, и его зрение простирается на Эфирный План, и всё это в пределах 120 футов.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Seeing"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"}},"effects":[],"_id":"dGBkn3esFLmIubkj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937618,"modifiedTime":1695376937618,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, [[/r 1d20+8]]{+8} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.KT6gjbErzPwATRsI], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.dTe4TySXbsoXXk4l], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.jeusDsujpsBcgGJV]

  • 1st level (4 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.N56SaWd9kZXjA3h5], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.snCH0DAsHhghOeI6], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.3AZwiHru7uDswG7v]

  • 2nd level (3 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.Og8WdV1eMTLTohZz], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.WM5AUOmZo5tED2VX]

  • 3rd level (3 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.c4YMnDlZVbxe3Qfw], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.Qfo2EUM2MsNvLCLS]

  • 4th level (3 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.4Niyc8UWRajif831], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.TV4LTs9WGbQGSmVp]

  • 5th level (2 slots): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.dQjMw4gBllZOfTYt], @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.PDzD3AnWlP3wjCyL]

  • 6th level (1 slot): @UUID[Actor.oa1bAgpxwdpk6CZ0.Item.dGBkn3esFLmIubkj]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_guardian%20naga_mm_mm"}},"effects":[],"_id":"cywC3PfYDchUePBc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376937674,"modifiedTime":1695376937674,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376936885,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":26200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Дроу/Drow","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"drow%20(magic%20equipment)_mm"},"core":{}},"_id":"00nCawcvnQabV64s","img":"foundryvtt-static/tokens/drow.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":13,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"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":"cha"},"details":{"biography":{"value":"

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.

","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/mammals/elk-moose-marked-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"fey%20ancestry_drow%20(magic%20equipment)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910840,"modifiedTime":1695376910840,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1mtcvtTOy8v5sIWr","name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"

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.

","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_drow%20(magic%20equipment)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910840,"modifiedTime":1695376910840,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Drow +1 Chain Shirt","type":"equipment","system":{"description":{"value":"

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.

","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":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":"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":"innate","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":"uGDmBJYgyhWct5lD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910891,"modifiedTime":1695376910891,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огонь фей","type":"spell","system":{"description":{"value":"

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.

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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:

  • At will: @UUID[Actor.00nCawcvnQabV64s.Item.DEmQ4lxz2XfZHY6c]

  • 1/day each: @UUID[Actor.00nCawcvnQabV64s.Item.uGDmBJYgyhWct5lD], @UUID[Actor.00nCawcvnQabV64s.Item.jJ0IrwVLYoOKr1xy]

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War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.

Goblinoids.

Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.

Martial Might.

A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.

Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.

Military Legions.

Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.

As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.

Strategic Thinkers.

Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.

Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.

Beast Trainers.

Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.

Conquer and Control.

Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.

Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.

Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.

Legion of Maglubiyet.

Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.

[–]

They break before our shields,

They fall beneath our blades;

Their home is ours to conquer,

Their children our slaves.

Acheron! Acheron!

Victory is ours!

— Translation of a Hobgoblin War Chant

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d8 + 1]]) slashing damage, or 6 ([[/r 1d10 + 1]]) slashing damage if used with two hands.

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Ranged Weapon Attack: [[/r 1d20+3]]{+3} to hit, range 150/600 ft., one target. Hit: 5 ([[/r 1d8 + 1]]) piercing damage.

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Once per turn, the hobgoblin can deal an extra 7 ([[/r 2d6]]) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't @condition[incapacitated].

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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The dragon uses one of the following breath weapons: @UUID[Actor.0kqAoTcpFIUrp9pe.Item.kE5xSMkLxnEZr4Yo]{Acid Breath} or @UUID[Actor.0kqAoTcpFIUrp9pe.Item.ms67aoumh3zQ5o6u]{Slowing Breath}

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The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 ([[/r 9d8]]) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 7 ([[/r 1d8 + 3]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 ([[/r 2d8]]) 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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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 30/60 ft., one creature. Hit: The target is @condition[restrained] by webbing. As an action, the @condition[restrained] target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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The spider 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 spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage plus 7 ([[/r 2d6]]) poison damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 ([[/r 12d6]]) 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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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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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Попадание: Рубящий урон 9 (2к4 + 4).

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Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off.

Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired.

[–]

The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy.

— Words of warning in the Manual of Clay Golems

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem makes two slam attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the @spell[greater restoration] spell or other magic.

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Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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Whenever the golem starts its turn with 60 hit points or fewer, roll a [[/r d6]]. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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The golem is immune to any spell or effect that would alter its form.

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

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The golem's weapon attacks are magical.

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Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.

Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.

Soulmongers.

While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with @sense[truesight] can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the \"Night Hag Items\" sidebar) for transport to Hades.

Covens.

A night hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 7 (2,900 XP).

Night Hag Items

[–]

A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone.

This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag.

When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

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:

  • 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.
  • 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.

A powerful night hag might have the following additional lair actions:

  • One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes [[/r 1d6]] bludgeoning damage for every 10 feet moved or fallen.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Shadows seem abnormally gaunt and sometimes move on their own as though alive.
  • Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.
  • Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear.

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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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

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The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

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While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A @spell[protection from evil and good] spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ([[/r 1d10]]). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the @spell[greater restoration] spell or similar magic.

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

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A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

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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..._night%20hag_mm_mm"}},"effects":[],"_id":"Odt9MXWI22bPTi0F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"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.

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"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%20targets%20any%20number%20of%20doors%20and%20..._night%20hag_mm_mm"}},"effects":[],"_id":"lQBF3dex3FuhdRNu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: One creature the hag can see within 120 ...","type":"feat","system":{"description":{"value":"

One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

","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":"cha","dc":15,"scaling":"str"},"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%20one%20creature%20the%20hag%20can%20see%20within%20120%20..._night%20hag_mm_mm"}},"effects":[],"_id":"dXIPWhwQ0LZ4Bc8W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The hag targets up to three creatures that ...","type":"feat","system":{"description":{"value":"

The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes [[/r 1d6]] bludgeoning damage for every 10 feet moved or fallen.

","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":[["1d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"str"},"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%20targets%20up%20to%20three%20creatures%20that%20..._night%20hag_mm_mm"}},"effects":[],"_id":"uCAp2q694PFqFNSw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"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 night 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_night%20hag_mm_mm"}},"effects":[],"_id":"0vuHkntFJvjSXQuq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"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":2,"max":"2","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":"MQtdRXP0uXUM0Y3p","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961525,"modifiedTime":1695376961525,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Луч слабости","type":"spell","system":{"description":{"value":"

Чёрный луч вылетает из Вашего пальца к существу, находящемуся в пределах дистанции. Совершите по цели дальнобойную атаку заклинанием. При попадании цель до конца действия заклинания причиняет только половину урона атаками оружием, использующими Силу.

\n

В конце каждого своего хода цель может совершать спасбросок Телосложения от этого заклинания. При успехе заклинание оканчивается.

","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":2,"max":"2","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":2,"school":"nec","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/creatures/magical/humanoid-silhouette-glowing-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Ray of Enfeeblement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20enfeeblement_phb","propDroppable":"spell"}},"effects":[],"_id":"qNFFZfUTC5mWvRSa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961551,"modifiedTime":1695376961551,"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":2,"max":"2","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"innate","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":"QVxMh6Uyc2yEya7h","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961582,"modifiedTime":1695376961582,"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":"WuQdWZ5BoGVBAnmP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961617,"modifiedTime":1695376961617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","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":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"ZOvAZ1tJtm2Wpjcl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961640,"modifiedTime":1695376961640,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The hag's innate spellcasting ability is Charisma (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.w3t7Xb91vFoGQswj.Item.WuQdWZ5BoGVBAnmP], @UUID[Actor.w3t7Xb91vFoGQswj.Item.ZOvAZ1tJtm2Wpjcl]

  • 2/day each: @UUID[Actor.w3t7Xb91vFoGQswj.Item.MQtdRXP0uXUM0Y3p] (self only), @UUID[Actor.w3t7Xb91vFoGQswj.Item.qNFFZfUTC5mWvRSa], @UUID[Actor.w3t7Xb91vFoGQswj.Item.QVxMh6Uyc2yEya7h]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_night%20hag_mm_mm"}},"effects":[],"_id":"YdvIIKKadwjRjGSw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961681,"modifiedTime":1695376961681,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376961212,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Мерроу/Merrow","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"merrow_mm"},"core":{}},"_id":"CKHlcpsm5ZrqIFpM","img":"foundryvtt-static/tokens/merrow.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":45,"max":45,"temp":0,"tempmax":0,"formula":"6d10 + 12"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.

Transformed Merfolk.

Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea.

Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.

Coastal Bullies.

Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.

Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.

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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The spy deals an extra 7 ([[/r 2d6]]) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't @condition[incapacitated] and the spy doesn't have disadvantage on the attack roll.

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Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.

A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.

[–]

The dungeon's floors were spotless. That should have been our first clue.

— From the journal of Jaster Hollowquill, on his first exploration of Undermountain

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) acid damage.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 ([[/r 3d6]]) acid damage and is engulfed. The engulfed creature can't breathe, is @condition[restrained], and takes 21 ([[/r 6d6]]) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 ([[/r 3d6]]) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

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Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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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.

","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 + @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_ettercap_mm_mm"}},"effects":[],"_id":"C1lBrRtjGYsnAzQV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917696,"modifiedTime":1695376917696,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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/invertebrates/spider-beetle-runed-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"spider%20climb_ettercap_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917696,"modifiedTime":1695376917696,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZDml0z41XNlqWNfM","name":"Web Sense","type":"feat","system":{"description":{"value":"

While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

","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/treasure/token-white-spider.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"web%20sense_ettercap_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917696,"modifiedTime":1695376917696,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"iaukUdKzLYza2v1b","name":"Web Walker","type":"feat","system":{"description":{"value":"

The ettercap ignores movement restrictions caused by webbing.

","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/legs-insect-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"web%20walker_ettercap_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917696,"modifiedTime":1695376917696,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376917394,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":19200000,"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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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_mm_mm"}},"effects":[],"_id":"ZQNx3eOLciRNgPlb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"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_mm_mm"}},"effects":[],"_id":"SsBqorqZsD94ZuIC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"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.

","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":[["3d6 + @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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_nalfeshnee_mm_mm"}},"effects":[],"_id":"YAsrB6LvwGD5sB3F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Horror Nimbus","type":"feat","system":{"description":{"value":"

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.

","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":15,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/fear-fright-monster-grin-purple-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"horror%20nimbus%20%7b%40recharge%205%7d_nalfeshnee_mm_mm"}},"effects":[],"_id":"rWKZQ7LPHllIlAuy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"feat","system":{"description":{"value":"

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_mm_mm"}},"effects":[],"_id":"WTDREkFp1epvAzEb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9OONZBgcaNCI5J0V","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The nalfeshnee 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_nalfeshnee_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960910,"modifiedTime":1695376960910,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376960539,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":27500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Костяной дьявол/Bone Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bone%20devil_mm"},"core":{}},"_id":"h8JjpVUQ64PmQ5R8","img":"foundryvtt-static/tokens/bone-devil.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":142,"max":142,"temp":0,"tempmax":0,"formula":"15d10 + 60"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.

A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous 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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Bone Devil Polearm

[–]

Some bone devils have the following action options.

Multiattack.

The devil makes two attacks: one with its hooked polearm and one with its sting.

Hooked Polearm.

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d12 + 4]]) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone 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: two with its claws and one with its sting.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) piercing damage plus 17 ([[/r 5d6]]) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become @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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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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A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.

Vile Oblivion.

When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life.

Bereft of Body.

A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.

A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.

Undead Commanders.

A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.

Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 21 ([[/r 4d8 + 3]]) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a @creature[specter] in the space of its corpse or in the nearest unoccupied space. The @creature[specter] is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

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The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

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

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2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Forest, Grassland, 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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.

","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":[["1d6 + @mod","bludgeoning"]],"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":"Ram","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/mammals/ox-bull-horned-glowing-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"ram_elk_mm_mm"}},"effects":[],"_id":"SxPIAjhu2vJSsVfV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376916544,"modifiedTime":1695376916544,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one @condition[prone] creature. Hit: 8 ([[/r 2d4 + 3]]) bludgeoning 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 + @mod","bludgeoning"]],"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":"Hooves","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/hooves-cloven-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hooves_elk_mm_mm"}},"effects":[],"_id":"ZT7B4D3QCv7nTQ8W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376916544,"modifiedTime":1695376916544,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"zBYgGHgnovii9TvS","name":"Charge","type":"feat","system":{"description":{"value":"

If the elk 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 7 ([[/r 2d6]]) 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",""]],"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_elk_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376916544,"modifiedTime":1695376916544,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376916246,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":29200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Бородатый дьявол/Bearded Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bearded%20devil_mm"},"core":{}},"_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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A 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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The devil makes two attacks: one with its beard and one with its glaive.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d8 + 2]]) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be @condition[poisoned] for 1 minute. While @condition[poisoned] in this way, the target can't regain hit points. 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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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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The devil can't be @condition[frightened] while it can see an allied creature within 30 feet of it.

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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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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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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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Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.

Horrific Structure.

A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together.

Monstrous Predator.

When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its @condition[petrified] prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 18 ([[/r 2d12 + 5]]) piercing damage.

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The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is @condition[restrained]. The @condition[restrained] target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is @condition[petrified] until freed by the @spell[greater restoration] spell or other magic.

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If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the gorgon can make one attack with its hooves against it as a bonus action.

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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.

Ice Mephit[–]

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty

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.

","public":""},"alignment":"neutral evil","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Arctic","cr":0.5,"spellLevel":0,"source":"MM"},"traits":{"size":"sm","di":{"value":["cold","poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":["bludgeoning","fire"],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["aquan","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":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":"Ледяной мефит","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/ice-mephit.webp","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":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"system":{"description":{"value":"

Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одно существо.

Попадание: Рубящий урон 3 (1к4 + 1) плюс урон холодом 2 (1к4).

","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"],["1d4","cold"]],"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":"Когти/Claws","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claws_ice%20mephit_mm_mm"}},"effects":[],"_id":"pjH3gA44CaEjponP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944958,"modifiedTime":1695397777383,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Ледяное дыхание/Frost Breath","type":"feat","system":{"description":{"value":"

Мефит выдыхает холодный воздух 15-футовым конусом. Все существа в этой области должны преуспеть в спасброске Ловкости Сл 10, получая урон холодом 5 (2к4) при провале, или половину этого урона при успехе.

","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":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":6,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"frost%20breath%20%7b%40recharge%7d_ice%20mephit_mm_mm"}},"effects":[],"_id":"ewCWSN7OxeKXCC4Y","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944958,"modifiedTime":1695397801093,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WrWGkdRK0sE89wp4","name":"Предсмертная вспышка/Death Burst","type":"feat","system":{"description":{"value":"

Когда мефит умирает, он разлетается во все стороны обломками льда. Все существа в пределах 5 футов от него должны совершить спасбросок Ловкости Сл 10, получая рубящий урон 4 (1к8) при провале, или половину этого урона при успехе.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"wis"},"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_ice%20mephit_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944958,"modifiedTime":1695397824816,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Врождённое колдовство/Innate Spellcasting","type":"feat","system":{"description":{"value":"

Мефит может накладывать @Compendium[sc-spells.sc-spells.2CzE8KsLIdmcvsy6]{Облако тумана / Fog Cloud}, не нуждаясь в материальных компонентах. Его базовой характеристикой является Харизма.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","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":1,"max":"1","per":"day","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%20(1%2fday)_ice%20mephit_mm_mm"}},"effects":[],"_id":"SksuO1TvFKTj0zqa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376945011,"modifiedTime":1695397914190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обманчивая внешность/False Appearance","type":"feat","system":{"description":{"value":"

Пока существо остается без движения, оно неотличимо от окружающей обстановки.

","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/control/debuff-chains-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"false%20appearance_animated%20armor_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.TA2wvMMQTkuHPKpS"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397883199,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"7Ote7fMi256LkCf6","sort":100000},{"_id":"xy42nqsCeOWnlIoH","name":"Облако тумана / Fog Cloud","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fog-cloud.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fog%20cloud_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.loGkiKxcDwRk55h4"}},"system":{"description":{"value":"
\n
Вы создаёте сферу тумана радиусом 20 футов вокруг точки в пределах дистанции. Сфера распространяется и за углы, видимость внутри неё @Compendium[laaru-dnd5-hw.sostoyaniya.3salIGyUpQe469BU]{крайне затруднёна}. Она существует, пока длится заклинание или пока её не развеет ветер средней или большей скорости (не менее 10 миль в час).
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, радиус облака увеличивается на 20 футов за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"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":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"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":1695397921714,"modifiedTime":1695397921714,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376944890,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":22500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Взрослый зелёный дракон/Adult Green Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20green%20dragon_mm"},"core":{}},"_id":"maZU2eCUgcqXvPI1","img":"foundryvtt-static/tokens/adult-green-dragon.webp","system":{"abilities":{"str":{"value":23,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"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":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":207,"max":207,"temp":0,"tempmax":0,"formula":"18d12 + 90"},"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:

  • 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.
  • 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.
  • 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.
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:

  • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 ([[/r 1d6]]) piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.

  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
  • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 5th. 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 three 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 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 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 7 ([[/r 2d6]]) poison 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 16 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 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 ([[/r 16d6]]) 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 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
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.xLkGgvlllL6jaj1X]{Detect}
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.iPODnXgdUdwlqqLy]{Tail Attack}
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.gmPRR89mLGX8T1gG]{Wing Attack}
\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":"rsUeHsj3j5YtWpPA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping roots and vines erupt in a 20-foot ...","type":"feat","system":{"description":{"value":"

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.

","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":"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":"str","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%20grasping%20roots%20and%20vines%20erupt%20in%20a%2020-foot%20..._adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"wBaceJjt40dCgh4q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A wall of tangled brush bristling with ...","type":"feat","system":{"description":{"value":"

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.

","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":[["4d8","piercing"],["4d8","piercing"]],"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%20wall%20of%20tangled%20brush%20bristling%20with%20..._adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"9f9oYND2JEIiME5q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical fog billows around one creature the ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"versatile":""},"formula":"","save":{"ability":"wis","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%20magical%20fog%20billows%20around%20one%20creature%20the%20..._adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"gBJl7t6mylRaVawX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Creeper Vines","type":"feat","system":{"description":{"value":"

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].

","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":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","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%20lashing%20root_adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"UX51dCTMalkDUYli","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cube"},"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/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"N8crjLa7oeaNQOiz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376874283,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Гнолл/Gnoll","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"gnoll_mm"},"core":{}},"_id":"hI3fDwSZEZlMCjjw","img":"foundryvtt-static/tokens/gnoll.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Demonic Origin.

The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.

Nomadic Destroyers.

Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.

Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.

Thirst for Blood.

No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.

","public":""},"alignment":"chaotic evil","race":"","type":{"value":"humanoid","subtype":"gnoll","swarm":"","custom":""},"environment":"Desert, Forest, Grassland, Hill","cr":0.5,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["gnoll"],"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":"Гнолл","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/gnoll.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+4]]{+4} to hit, reach 5 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) 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":[["1d4 + @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_gnoll_mm_mm"}},"effects":[],"_id":"fZu8rCrtvqjbAcCI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376932490,"modifiedTime":1695376932490,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage, or 6 ([[/r 1d8 + 2]]) piercing damage if used with two hands to make a melee attack.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 20/60 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage, or 6 ([[/r 1d8 + 2]]) piercing damage if used with two hands to make a melee attack.

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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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War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.

Goblinoids.

Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.

Martial Might.

A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.

Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.

Military Legions.

Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.

As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.

Strategic Thinkers.

Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.

Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.

Beast Trainers.

Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.

Conquer and Control.

Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.

Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.

Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.

Legion of Maglubiyet.

Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.

[–]

They break before our shields,

They fall beneath our blades;

Their home is ours to conquer,

Their children our slaves.

Acheron! Acheron!

Victory is ours!

— Translation of a Hobgoblin War Chant

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A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

","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/slimes/slime-movement-dripping-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amorphous_gray%20ooze%20(psychic)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934094,"modifiedTime":1695376934094,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"EFNYZqZrwlOKyScK","name":"Corrode Metal","type":"feat","system":{"description":{"value":"

Any nonmagical weapon made of metal that hits the ooze 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. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

","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/skills/melee/strike-axe-blood-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"corrode%20metal_gray%20ooze%20(psychic)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934094,"modifiedTime":1695376934094,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"DidDzIDvkNDwxmhH","name":"False Appearance","type":"feat","system":{"description":{"value":"

While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

","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/control/debuff-chains-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"false%20appearance_gray%20ooze%20(psychic)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376934094,"modifiedTime":1695376934094,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376934016,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":6700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Глабрезу/Glabrezu","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"glabrezu_mm"},"core":{}},"_id":"vblnnDeTMkbdo4xk","img":"foundryvtt-static/tokens/glabrezu.webp","system":{"abilities":{"str":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":157,"max":157,"temp":0,"tempmax":0,"formula":"15d10 + 75"},"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":120,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.

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 glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.

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 glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

","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_glabrezu_mm_mm"}},"effects":[],"_id":"hrxEpdM7QYUrJbRl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a Medium or smaller creature, it is @condition[grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

","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","bludgeoning"]],"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":"Pincer","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/claws/claw-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"pincer_glabrezu_mm_mm"}},"effects":[],"_id":"9WRVemSCmWM4YmYf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) bludgeoning 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":"3","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"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":"Fist","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/flame-burning-fist-strike.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fist_glabrezu_mm_mm"}},"effects":[],"_id":"5ts3IxBZOoV768wY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yHIRPWSYQHOhRqQH","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The glabrezu 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_glabrezu_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Смятение","type":"spell","system":{"description":{"value":"

Это заклинание атакует и скручивает сознание существ, порождая галлюцинации и провоцируя на необдуманные действия. Все существа в сфере с радиусом 10 футов с центром на точке, выбранной в пределах дистанции, должны преуспеть в спасброске Мудрости, иначе попадут под действие эффекта.

\n

 Попавшая под эффект цель не может совершать реакции и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить своё поведение в этом ходу.

\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
Поведение
[[/r d10]]Поведение 
1Существо использует всё своё перемещение на движение в случайном направлении. Для определения направления бросьте [[/r d8]], назначив каждой грани своё направление. Действие в этом ходу существо не совершает.
2-6Существо в этом ходу не перемещается и не совершает действий.
7-8Существо действием совершает рукопашную атаку по случайным образом выбранному существу в пределах досягаемости. Если в пределах досягаемости нет других существ, существо в этот ход ничего не делает.
9-10Существо может действовать и перемещаться как обычно.
\n

В конце каждого своего хода цель может совершать спасбросок Мудрости. При успехе на этой цели эффект заканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, радиус сферы увеличивается на 5 футов 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":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"}},"effects":[],"_id":"YkM1NbZCDQK2DmS4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931440,"modifiedTime":1695376931440,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"M5IrRoW6g6o4XgKs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931476,"modifiedTime":1695376931476,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"pKri4IptC2iRn8g1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931508,"modifiedTime":1695376931508,"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":"innate","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":"uaP06fmsllqSXFVH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931543,"modifiedTime":1695376931543,"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":"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":"CDRok2GiF9Ng0CRF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931571,"modifiedTime":1695376931571,"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":"innate","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":"eu7JFUorHZVzhiJL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931597,"modifiedTime":1695376931597,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.vblnnDeTMkbdo4xk.Item.uaP06fmsllqSXFVH], @UUID[Actor.vblnnDeTMkbdo4xk.Item.CDRok2GiF9Ng0CRF], @UUID[Actor.vblnnDeTMkbdo4xk.Item.eu7JFUorHZVzhiJL]

  • 1/day each: @UUID[Actor.vblnnDeTMkbdo4xk.Item.YkM1NbZCDQK2DmS4], @UUID[Actor.vblnnDeTMkbdo4xk.Item.M5IrRoW6g6o4XgKs], @UUID[Actor.vblnnDeTMkbdo4xk.Item.pKri4IptC2iRn8g1]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_glabrezu_mm_mm"}},"effects":[],"_id":"ASR1nQw68jyJxbis","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931633,"modifiedTime":1695376931633,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376931172,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Взрослый золотой дракон/Adult Gold Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20gold%20dragon_mm"},"core":{}},"_id":"hYd5ygfTkn7liFQN","img":"foundryvtt-static/tokens/adult-gold-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":24,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":256,"max":256,"temp":0,"tempmax":0,"formula":"19d12 + 133"},"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 powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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; the dragon can't use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Additional Lair Action.

At your discretion, a legendary (@creature[Adult Gold Dragon||adult] or @creature[Ancient Gold Dragon||ancient]) gold dragon can use the following additional lair action while in its lair:

  • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon until initiative count 20 on the next round.

Regional Effects[–]

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast seven 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 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 seven 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 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+14]]{+14} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing 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 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.

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The dragon uses one of the following breath weapons: @UUID[Actor.hYd5ygfTkn7liFQN.Item.F3zGBeHhFqQAew8B]{Fire Breath} or @UUID[Actor.hYd5ygfTkn7liFQN.Item.843SMQB0az48QS7v]{Weakening Breath}

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The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 ([[/r 12d10]]) 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"WoOlHZEb8JpogMCN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"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%20fire%20breath_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"843SMQB0az48QS7v","name":"Breath Weapons: Weakening Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"WoOlHZEb8JpogMCN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":21,"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%20weakening%20breath_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5y4AilsG1NbeyXe8","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"n6Wh22p2ekDKWh7M","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_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZxmAOppFzodMVdxg","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k4PudOIQcAfE3hez","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.

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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
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.n6Wh22p2ekDKWh7M]{Detect}
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.ZxmAOppFzodMVdxg]{Tail Attack}
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.k4PudOIQcAfE3hez]{Wing Attack}
\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":"HOzpIWhr0bCf6rkQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon glimpses the future, so it has ...","type":"feat","system":{"description":{"value":"

The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws 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%20glimpses%20the%20future%2c%20so%20it%20has%20..._adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"xiEmYWpEwyC04Fti","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: One creature the dragon can see within 120 ...","type":"feat","system":{"description":{"value":"

One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

","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":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":15,"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%20one%20creature%20the%20dragon%20can%20see%20within%20120%20..._adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"NfFViWJyCwncrn75","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Beguiling Glow","type":"feat","system":{"description":{"value":"

Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon 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":30,"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":"wis","dc":15,"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%20beguiling%20glow_adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"5PNmFbIjzYIuSWGR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary gold 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 end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"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":[],"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_adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"wYEywmhVCqr4M7Xh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376873713,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":22000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Скорпион/Scorpion","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"scorpion_mm"},"core":{}},"_id":"o9l5f1SdxmGyBcjU","img":"foundryvtt-static/tokens/scorpion.webp","system":{"abilities":{"str":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":11,"calc":"natural","formula":""},"hp":{"value":1,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 ([[/r 1d8]]) poison damage on a failed save, or half as much damage on a successful one.

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Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.

Adaptable Predators.

Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.

A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.

Gaze of Stone.

Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.

Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return @condition[petrified] creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the @condition[petrified] creature, such as its head, is detached.

[–]

No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.

— X the Mystic's 4th rule of dungeon survival

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) piercing damage plus 7 ([[/r 2d6]]) poison damage.

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If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't @condition[incapacitated]. On a failed save, the creature magically begins to turn to stone and is @condition[restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @condition[petrified] until freed by the @spell[greater restoration] spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 3rd. The dragon's spell save DC is DC 15, and it has [[/r 1d20+7]]{+7} 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 3rd. The dragon's spell save DC is DC 15, and it has [[/r 1d20+7]]{+7} 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+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) piercing damage plus 5 ([[/r 1d10]]) lightning damage.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) slashing damage.

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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 16 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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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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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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Рукопашная атака оружием: +4 к попаданию, досягаемость 5 футов, одно существо.

Попадание: Колющий урон 1, и цель должна преуспеть в спасброске Телосложения Сл 9, иначе получит урон ядом 2 (1к4).

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Паук может лазать по сложным поверхностям, включая потолки, без совершения проверок характеристик.

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Находясь в контакте с паутиной, паук знает точное местоположение всех других существ, находящихся в контакте с той же паутиной.

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Паук игнорирует ограничения перемещения, вызванные паутиной.

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Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Gruumsh One-Eye.

Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.

Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.

Tribes like Plagues.

Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.

Ranging Scavengers.

Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.

When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.

On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.

Leadership and Might.

Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.

Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.

Orc Crossbreeds.

Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.

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Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

Shared Mind.

A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

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 hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.

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

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage.

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A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.

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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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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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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Пока существо остается без движения, оно неотличимо от обычного предмета.

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Существо недееспособно, 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}, существо должено преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе потеряет сознание на 1 минуту.

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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:

  • There's a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after [[/r 2d6]] days.

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The vampire makes two attacks, only one of which can be a bite attack.

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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.

","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":[["1d6 + @mod","piercing"],["3d6","necrotic"]],"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 (Bat or Vampire Form Only)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/mouth-teeth-long-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bite%20(bat%20or%20vampire%20form%20only)_vampire_mm_mm"}},"effects":[],"_id":"BGS2G6U88T0WgSc9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377000293,"modifiedTime":1695377000293,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Charm","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","cost":null,"condition":"If the vampire 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)_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":"TRRxD1nU9DraZVZh","name":"Misty Escape","type":"feat","system":{"description":{"value":"

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.

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The vampire makes one bite attack.

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\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
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.P9KV6lYDpdofCgvO]{Move}
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.rUw6oLI3LrIjVLjV]{Unarmed Strike}
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.yA9KBAN0nyRS2wbH]{Bite}
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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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The bear makes two attacks: one with its bite and one with its claws.

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

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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.Of0qABMxelydd9H6]{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.p7k1rS3BWUrQKyyS]{Ослеплена/Blinded} и @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{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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Существо может дышать и воздухом и под водой.

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Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.

A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.

Dragons of the Deep.

Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.

Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.

Mercenary Monsters.

A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements.

Elemental Might.

Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.

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The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 15 ft., one target. Hit: 26 ([[/r 3d12 + 7]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 15 ft., one target. Hit: 26 ([[/r 3d12 + 7]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked @condition[prone].

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The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

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The dragon turtle can breathe air and water.

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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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\n\t\t\t
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.
\n\t\t\t
  • @UUID[Actor.15a79DCqUcgeQU2e.Item.0o3OR1YjHCaEHldH]{Attack}
  • @UUID[Actor.15a79DCqUcgeQU2e.Item.32jimb9cmG5pz3Kn]{Move}
  • @UUID[Actor.15a79DCqUcgeQU2e.Item.rQimsdElebrPYpwy]{Chomp}
\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":"8UOokVtKFQjeRXiI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376995288,"modifiedTime":1695376995288,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376994743,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Лорд-мумия/Mummy Lord","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"mummy%20lord_mm"},"core":{}},"_id":"buXmAxdOUjMDJqWQ","img":"foundryvtt-static/tokens/mummy-lord.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":97,"max":97,"temp":0,"tempmax":0,"formula":"13d8 + 39"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis"},"details":{"biography":{"value":"

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:

  • 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.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • 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.

Regional Effects[–]

A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.
  • @spell[Divination] spells cast within the lair by creatures other than the mummy lord have a [[/r 1d100]]{25 percent} chance to provide misleading results, as determined by the DM. If a @spell[divination] spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a @spell[remove curse] spell or other magic.

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.

","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/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"attack_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":"6SLYTE6o0gwXNexC","name":"Blinding Dust","type":"feat","system":{"description":{"value":"

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
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.5U6zZQQOCdGUAnVd]{Attack}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.6SLYTE6o0gwXNexC]{Blinding Dust}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.EzreKkzGebPT291G]{Blasphemous Word}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.QxN6w6rtW3OBYq1o]{Channel Negative Energy}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.61ITJAMojFbVB1g7]{Whirlwind of Sand}
\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:

  • Cantrips (at will): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.Ftaq8UYHaS5MvRNP], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.BBfIEvEI4EjHt7ot]

  • 1st level (4 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.rWU7irNscKwoSQAT], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.SaxIfzCHPKPVBnvk], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.jT8pBA29QYXWOPC7]

  • 2nd level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.JnMvns9uS658LkZ7], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.XZkLOLLsopvGkom7], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.pPRisCjFq9pm71EY]

  • 3rd level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.t7guRleTzIeQrPfS], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.R1sJ3MbZIdfPxdI2]

  • 4th level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.quJ1DEdGGWvLWmeb], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.HBqcoGqva7HtLMIM]

  • 5th level (2 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.MTPzAihhIRa5ou6c], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.BluNCtCOiVagUnAB]

  • 6th level (1 slot): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.bb17VwrmfR00bVpi]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_mummy%20lord_mm_mm"}},"effects":[],"_id":"GSiTLWWJz97AYJfL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376960394,"modifiedTime":1695376960394,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376959445,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Рыцарь/Knight","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"knight_mm"},"core":{}},"_id":"92cSI5cGHVM1s4TJ","img":"foundryvtt-static/tokens/knight.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","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":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

","public":""},"alignment":"any alignment","race":"","type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Urban","cr":3,"spellLevel":0,"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":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":"Рыцарь","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/knight.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":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The knight makes two melee attacks.

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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.

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For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a [[/r d4]] to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is @condition[incapacitated].

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The knight has advantage on saving throws against being @condition[frightened].

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The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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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.

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A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

Evil Predators.

Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.

A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food.

Monstrous Relationships.

Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair.

The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them.

[–]

Manticores love the taste of human flesh. That's why, on trips through the moutnains, I always travel with human guards.

— Marthok Uldarr, dwarf copper merchant

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An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.

Deadly Ferocity.

The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation.

Consummate Predators.

An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes.

An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey.

Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.

Savage Companions.

Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first.

Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.

Owlbear Origins.

Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild.

[–]

The only good thing about owlbears is that the wizard who created them is probably dead.

— Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University

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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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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 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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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 5 ft., one target. Hit: 22 ([[/r 4d8 + 4]]) 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":[["4d8 + @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_roper_mm_mm"}},"effects":[],"_id":"KnrULmcz1zlXVUKb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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":50,"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":[],"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":"Tendril","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/tentacles/tentacles-thing-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tendril_roper_mm_mm"}},"effects":[],"_id":"1vNu6bZhT3eGsK6k","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Reel","type":"feat","system":{"description":{"value":"

The roper pulls each creature @condition[grappled] by it up to 25 feet straight toward it.

","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/tools/fishing/reel-brown-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"reel_roper_mm_mm"}},"effects":[],"_id":"1sFnl9k8GOvFJa02","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"0UyO6bax5Pjzq2xU","name":"False Appearance","type":"feat","system":{"description":{"value":"

While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

","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/control/debuff-chains-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"false%20appearance_roper_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"FI7gjqGrEQb3OLai","name":"Grasping Tendrils","type":"feat","system":{"description":{"value":"

The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

","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":"str","dc":15,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/nature/root-vine-entangle-foot-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"grasping%20tendrils_roper_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tKi3HdEbmD76hxYu","name":"Spider Climb","type":"feat","system":{"description":{"value":"

The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","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/invertebrates/spider-beetle-runed-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"spider%20climb_roper_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376978651,"modifiedTime":1695376978651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376978320,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":28700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Взрослый бронзовый дракон/Adult Bronze Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20bronze%20dragon_mm"},"core":{}},"_id":"Ty51Yz7aHMeyYuEG","img":"foundryvtt-static/tokens/adult-bronze-dragon.webp","system":{"abilities":{"str":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":23,"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":19,"calc":"natural","formula":""},"hp":{"value":212,"max":212,"temp":0,"tempmax":0,"formula":"17d12 + 102"},"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the @spell[fog cloud] spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.
Additional Lair Actions.

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

  • Ocean's Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

  • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

  • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

Regional Effects[–]

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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+12]]{+12} to hit, reach 10 ft., one target. Hit: 18 ([[/r 2d10 + 7]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d6 + 7]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 15 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) 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 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, 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 uses one of the following breath weapons: @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.sO1YehIkabH9zCi3]{Lightning Breath} or @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.fKV6Gc1dKLKnfk8i]{Repulsion Breath}

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The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 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 dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

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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.

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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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 ([[/r 2d6 + 7]]) 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 + 7","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"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
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.tWh9NpCS86hY8GRK]{Detect}
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.ERYoVe49QdZbMWTX]{Tail Attack}
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.dlqKpNe7ccmqeVz1]{Wing Attack}
\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":"y8MugRqu3hc0d7la","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates fog as though it had ...","type":"feat","system":{"description":{"value":"

The dragon creates fog as though 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%20though%20it%20had%20..._adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"Kvnbqmah3Pt6KZ8k","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A thunderclap originates at a point the ...","type":"feat","system":{"description":{"value":"

A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.

","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":"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":[["1d10","thunder"]],"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%20a%20thunderclap%20originates%20at%20a%20point%20the%20..._adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"1YrwXi7j23nEpqEe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Ocean's Call","type":"feat","system":{"description":{"value":"

The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

","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":[["1d10","slashing"]],"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%20ocean's%20call_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"qZDO5RO2vXDWP94L","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Salt Burst","type":"feat","system":{"description":{"value":"

The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

","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":[["3d6","slashing"]],"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%20salt%20burst_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"G5l4P5VqQPxauKcg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Whelming Water","type":"feat","system":{"description":{"value":"

The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength 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":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":"str","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%20whelming%20water_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"ySXhbhsVqi2Uc7Lo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

","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_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"AihpR9wpFoMwNdPx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376872689,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Тигр-оборотень/Weretiger","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"weretiger_mm"},"core":{}},"_id":"5g0LfTSwx3IgxuSg","img":"foundryvtt-static/tokens/weretiger.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":120,"max":120,"temp":0,"tempmax":0,"formula":"16d8 + 48"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","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%20(humanoid%20or%20hybrid%20form%20only)_weretiger_mm_mm"}},"effects":[],"_id":"h8lsFP53WErPgWAN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377006221,"modifiedTime":1695377006221,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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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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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The shark can breathe only underwater.

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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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The skull lasher makes two attacks with its flail.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d8]]) bludgeoning damage plus 7 ([[/r 2d6]]) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.

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Ranged Spell Attack: [[/r 1d20+5]]{+5} to hit, range 60 ft., one creature. Hit: 9 ([[/r 2d8]]) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @condition[charmed], @condition[frightened], or possessed by them. If the target is already @condition[charmed], @condition[frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 2d8]] poison damage and must make a Constitution saving throw. On a failed save, it is also @condition[poisoned] until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from @spell[magic missile].

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"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"}},"effects":[],"_id":"vurb8kWderhkgO7q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575008163,"modifiedTime":1705575008163,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, [[/r 1d20+5]]{+5} to hit with spell attacks). It has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.kruuNFWePW1lKLLW.Item.cu0xLBVIk9ssT6l4], @UUID[Actor.kruuNFWePW1lKLLW.Item.8xVQxYaOheaqOJdO], @UUID[Actor.kruuNFWePW1lKLLW.Item.T7ZwrLYT1juENuUv]

  • 1st level (4 slots): @UUID[Actor.kruuNFWePW1lKLLW.Item.FqnCVP9DkDELwnOX], @UUID[Actor.kruuNFWePW1lKLLW.Item.Zd8LjMySLpnUFhaz], @UUID[Actor.kruuNFWePW1lKLLW.Item.k90f7JplDFM2dazP] (see \"Actions\" below), @UUID[Actor.kruuNFWePW1lKLLW.Item.RUwvJEAQuUb8MdEA]

  • 2nd level (2 slots): @UUID[Actor.kruuNFWePW1lKLLW.Item.B1Gecn3pq91jkMcT], @UUID[Actor.kruuNFWePW1lKLLW.Item.vurb8kWderhkgO7q]

","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":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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_skull%20lasher%20of%20myrkul_bgdia_bgdia"}},"effects":[],"_id":"Ja8PM7ERAss4vpjZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575008199,"modifiedTime":1705575008199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007802,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Нальфешни/Nalfeshnee","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"nalfeshnee%20(summoner)_mm"},"core":{}},"_id":"5sMdp9Mrm81VBydK","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

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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.

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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.

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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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Существо совершает с преимуществом спасброски от очарования и испуга.

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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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":10,"price":{"value":10,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"leather","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/leather-armor.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"leather%20armor_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDesc":{"value":true},"quickFooter":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_kn622m5gor","path":"Доспехи#/CF_SEP/Легкие","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.ANPh6rgtdnK8Jx8R"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491884491,"modifiedTime":1695402872225,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"1LL9HxsMZXjc695k","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"_id":"2y94uFqsEKzYdVOq","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"}},"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":"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"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":"светлячок или фосфоресцирующий мох","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":1695402968637,"modifiedTime":1695402968637,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gMLpuP3L6UmnV4gs","name":"Священное пламя / Sacred flame","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-sacred-flame.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.mktyke6cHgfjC2Ch"}},"system":{"description":{"value":"
\n

Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402969408,"modifiedTime":1695402969408,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VjaXZ9TaXMEolnUf","name":"Тавматургия / Thaumaturgy","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.TfHTlYOXsZ38Eg0d"}},"system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402970377,"modifiedTime":1695402970377,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cyyNJPSYvMVhdmLL","name":"Нанесение ран / Inflict wounds","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-inflict-wounds.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"inflict%20wounds_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.altdeIzRmyqfYgJR"}},"system":{"description":{"value":"
\n
\n

Совершите атаку заклинание в ближнем бою по существу в пределах зоны досягаемости. При попадании цель получает [[/r 3d10]] некротического урона.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"nec","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":"1d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402972523,"modifiedTime":1695402972523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uDogmXLZr1L57qHI","name":"Приказ / Command","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.k6uRUXjfFHVDKlkP"}},"system":{"description":{"value":"
\n
\n

ВЫ отдаете приказ из одного слова существу, которое вы видите впределах дистанции. Цель должна успешно пройти испытание Мудрости, иначе в следующий свой ход она исполнит ваш приказ. Заклинание не действует на нежить, на тех, кто не понимает ваш язык, и в случае, если приказ наносит цели прямой вред..

\n
 
\n

Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\n
Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n
 
\n
\n
Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n
 
\n
\n
Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

\n
 
\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n
 
\n
\n
Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n
 
\n
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
\n
\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402973400,"modifiedTime":1695402973400,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3iL7ysaGk3qzgQHR","name":"Щит веры / Shield of faith","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-shield-of-faith.webp","effects":[{"_id":"XealRJaACCCr8opR","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"2","priority":20}],"disabled":false,"duration":{"rounds":1,"startTime":null,"seconds":600,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield-of-faith.webp","origin":"Item.06VSVjGgNPx0HQEd","transfer":false,"flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":[],"transfer":false}},"tint":null,"name":"Щит веры","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield%20of%20faith_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.E50OiYV2VXFR9Y1U"},"enhancedcombathud":{"set1s":false,"set2s":false,"set3s":false},"midi-qol":{"effectActivation":false},"exportSource":{"world":"avernus","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"}},"system":{"description":{"value":"
\n

Мерцающее поле окутывает выбранное вами существо в пределах дистанции и даёт ему бонус +2 к КБ, пока длится заклинание.

\n
 
\n
","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":"","amount":null},"ability":"","actionType":"","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":"пергамент с цитатой из священного текста","consumed":false,"cost":null,"supply":null},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974153,"modifiedTime":1695402974153,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9KztsuRYk3x8S4gm","name":"Призрачное оружие / Spiritual weapon","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-spiritual-weapon.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.HDdcyUEuUejBmr4b"}},"system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

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В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

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Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

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\n
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\n
\n
","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974952,"modifiedTime":1695402974952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CrUTRgX9ch6tQbS","name":"Паралич гуманоида / Hold person","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-hold-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hVtpA65yDM3w760t"}},"system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

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На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

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","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":"прямой кусочек железа","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402975807,"modifiedTime":1695402975807,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376903067,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":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.

","public":""},"alignment":"neutral evil","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Desert","cr":0.5,"spellLevel":0,"source":"MM"},"traits":{"size":"sm","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":["fire"],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["auran","terran"],"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":"Пылевой мефит","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/dust-mephit.webp","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":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+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.

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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}).

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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.

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

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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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"innate","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":"9BwUfrdmkiEyr9ok","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912953,"modifiedTime":1695376912953,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
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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Рои — это не просто обычные скопления крошечных существ. Они формируются в результате какого-то зловещего или нездорового воздействия. Вампир может призывать рои летучих мышей или крыс из темнейших уголков ночи, а одно лишь присутствие лорд-мумии может заставить скарабеев массово выкопаться из песчаных глубин ее гробницы. У карги может быть способность использовать рой воронов против своих врагов, а за отродьем юань-ти может по пятам ползти несколько роев ядовитых змей. Даже друиды не могут успокоить такие рои, а их агрессивность практически противоестественна.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 0 футов, одно существо в пространстве роя.

Попадание: Колющий урон 5 (2к4), или колющий урон 2 (1к4), если у роя половина хитов или меньше.

","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":0,"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","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":"Укусы/Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_swarm%20of%20bats_mm_mm"}},"effects":[],"_id":"7eXfjKKkn4oQMBFt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991645,"modifiedTime":1695402642215,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"REHhGC7HVifPFocP","name":"Эхолокация/Echolocation","type":"feat","system":{"description":{"value":"

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

","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/air/air-burst-spiral-large-teal-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"echolocation_swarm%20of%20bats_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991645,"modifiedTime":1695402552371,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"N1UXDPUOA01NqW8U","name":"Острый слух/Keen Hearing","type":"feat","system":{"description":{"value":"

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

","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_swarm%20of%20bats_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991645,"modifiedTime":1695402578016,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PwtLS36GjJRPqhp5","name":"Рой/Swarm","type":"feat","system":{"description":{"value":"

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.

","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/air/wind-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"swarm_swarm%20of%20bats_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991645,"modifiedTime":1695402614268,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376991569,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":12100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Взрослый синий дракон/Adult Blue Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20blue%20dragon_mm"},"core":{}},"_id":"cIxBwGV9wF9KunUI","img":"foundryvtt-static/tokens/adult-blue-dragon.webp","system":{"abilities":{"str":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":23,"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":19,"calc":"natural","formula":""},"hp":{"value":225,"max":225,"temp":0,"tempmax":0,"formula":"18d12 + 108"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":30,"climb":0,"fly":80,"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":"

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:

  • 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.
  • 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.
  • 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.
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:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
  • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (@skill[Perception]) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall [[/r 1d6 * 10]]{1d6 × 10} feet into the sinkhole.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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+12]]{+12} to hit, reach 10 ft., one target. Hit: 18 ([[/r 2d10 + 7]]) piercing damage plus 5 ([[/r 1d10]]) lightning damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d6 + 7]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 15 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) bludgeoning 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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"OpJzeLTJXEeyd1ML","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become @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":17,"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%20blue%20dragon_mm_mm"}},"effects":[],"_id":"1zOs6kYESoxWxeby","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Breath","type":"feat","system":{"description":{"value":"

The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 ([[/r 12d10]]) 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":90,"width":null,"units":"ft","type":"line"},"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":[["12d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"lightning%20breath%20%7b%40recharge%205%7d_adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"q8g7hKafzfCGwGVE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Vn5m3NDogooqO6Di","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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tqi4RH0EfNNPSouK","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_adult%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dcelmhNwpqvUUrbW","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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WfBIU3phdZk6h6hT","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 20 Dexterity saving throw or take 14 ([[/r 2d6 + 7]]) 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 + 7","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"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
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.tqi4RH0EfNNPSouK]{Detect}
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.dcelmhNwpqvUUrbW]{Tail Attack}
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.WfBIU3phdZk6h6hT]{Wing Attack}
\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":"JcZY1Y6TKzAQS5OC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"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.

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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.

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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.

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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.

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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.

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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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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.p7k1rS3BWUrQKyyS]{Ослеплена/Blinded} и @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{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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Существо может дышать и воздухом и под водой.

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Жаба 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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A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.

Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

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With a 10-foot running start, the lion can long jump up to 25 feet.

","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/claws/claw-blue-grey.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"running%20leap_lion_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951714,"modifiedTime":1695376951714,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376951407,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":15100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Мерцающий пёс/Blink Dog","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"blink%20dog_mm"},"core":{}},"_id":"gDAhfHgvMK9akH2i","img":"foundryvtt-static/tokens/blink-dog.webp","system":{"abilities":{"str":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"4d8 + 4"},"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":"

A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) 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":[["1d6 + @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_blink%20dog_mm_mm"}},"effects":[],"_id":"Kha74Fxkto5bAFoC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376893285,"modifiedTime":1695376893285,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"feat","system":{"description":{"value":"

The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

","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":4,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"teleport%20%7b%40recharge%204%7d_blink%20dog_mm_mm"}},"effects":[],"_id":"oqRPxovOHfEh7LdM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376893285,"modifiedTime":1695376893285,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"oz7Hfw3RDOZeh6qA","name":"Keen Hearing and Smell","type":"feat","system":{"description":{"value":"

The dog 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_blink%20dog_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376893285,"modifiedTime":1695376893285,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376893042,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":20700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Взрослый серебряный дракон/Adult Silver Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20silver%20dragon_mm"},"core":{}},"_id":"uxKVMTich5FXzTcF","img":"foundryvtt-static/tokens/adult-silver-dragon.webp","system":{"abilities":{"str":{"value":27,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"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":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":243,"max":243,"temp":0,"tempmax":0,"formula":"18d12 + 126"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"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":"

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:

  • 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.
  • 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.
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.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 18, and it has [[/r 1d20+10]]{+10} 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 18, and it has [[/r 1d20+10]]{+10} 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+13]]{+13} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) 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":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"]],"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_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"9OLL712isZkzmu3H","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} 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 18 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":18,"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%20silver%20dragon_mm_mm"}},"effects":[],"_id":"Vye31qcEwJSdJRGk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3xGa28cYXBfWdE6O","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.uxKVMTich5FXzTcF.Item.WISq2pDgW62n7hh4]{Cold Breath} or @UUID[Actor.uxKVMTich5FXzTcF.Item.H4DLc7lUK02R2MXd]{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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WISq2pDgW62n7hh4","name":"Breath Weapons: Cold Breath","type":"feat","system":{"description":{"value":"

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 ([[/r 13d8]]) 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3xGa28cYXBfWdE6O","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["13d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"H4DLc7lUK02R2MXd","name":"Breath Weapons: Paralyzing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3xGa28cYXBfWdE6O","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"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%20paralyzing%20breath_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"83is9FaIVGUPC4bn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"a0GflEOG3LqIvWiR","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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"beE4JssgKw6ZdFCv","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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"17guohQcQuMDdOdi","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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bHn1r0hcsRHkwR8n","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":"flat"},"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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.beE4JssgKw6ZdFCv]{Detect}
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.17guohQcQuMDdOdi]{Tail Attack}
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.bHn1r0hcsRHkwR8n]{Wing Attack}
\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":"SfpSzO4IOAq8r5KU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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..._adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"ykHb1FsFKTJrQorJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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":"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%20a%20blisteringly%20cold%20wind%20blows%20through%20the%20..._adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"uj1bZBKRTsBgUFaa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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":"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%20icy%20grip_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"3GODVilRQFzQb4Tr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"rd9omiIu6dZF1SSD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376875247,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":29500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Древний медный дракон/Ancient Copper Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20copper%20dragon_mm"},"core":{}},"_id":"tOPIsxAFET48eg5I","img":"foundryvtt-static/tokens/ancient-copper-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":350,"max":350,"temp":0,"tempmax":0,"formula":"20d20 + 140"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":40,"fly":80,"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Additional Lair Actions.

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

  • Laughing Gas. The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

  • Torpid Energy. The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

Regional Effects[–]

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

  • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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_ancient%20copper%20dragon_mm_mm"}},"effects":[],"_id":"kEgWGAiwIvRhNmMb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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

","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_ancient%20copper%20dragon_mm_mm"}},"effects":[],"_id":"qTXcekBJuNHazrmQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Rk0r92O8hCpOZ5m1","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.tOPIsxAFET48eg5I.Item.yBjIsJRjmePdTVGR]{Acid Breath} or @UUID[Actor.tOPIsxAFET48eg5I.Item.dONBl16U7XcTicF6]{Slowing 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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yBjIsJRjmePdTVGR","name":"Breath Weapons: Acid Breath","type":"feat","system":{"description":{"value":"

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 63 ([[/r 14d8]]) acid 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":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"Rk0r92O8hCpOZ5m1","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"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%20acid%20breath_ancient%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dONBl16U7XcTicF6","name":"Breath Weapons: Slowing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

","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":"Rk0r92O8hCpOZ5m1","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"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%20slowing%20breath_ancient%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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%20copper%20dragon_mm_mm"}},"effects":[],"_id":"9tUXIteNnVzrBlcT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Hq8wOPutL3e0WtDp","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"RclpCHOdK7GO6XkE","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"34SVZccp5t5C3Ktt","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pswJvl8BZCpncTh0","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 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.

","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":23,"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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"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
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.RclpCHOdK7GO6XkE]{Detect}
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.34SVZccp5t5C3Ktt]{Tail Attack}
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.pswJvl8BZCpncTh0]{Wing Attack}
\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":"rYZbuC74YzUEpZbF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon chooses a point on the ground ...","type":"feat","system":{"description":{"value":"

The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.

","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":"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":[],"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%20chooses%20a%20point%20on%20the%20ground%20..._ancient%20copper%20dragon_mm_mm"}},"effects":[],"_id":"116QBh5GdUBu3joz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon chooses a 10-foot-square area on ...","type":"feat","system":{"description":{"value":"

The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

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The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

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The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

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

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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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.

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The griffon makes two attacks: one with its beak and one with its claws.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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

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

Variant: Familiars

[–]

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

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Маг является заклинателем 9-го уровня. Его базовой характеристикой является Интеллект (Сл спасброска от заклинания 14, +6 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания волшебника:

","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/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_mage_mm_mm"}},"effects":[],"_id":"5DFApsCAll6SNixK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376952971,"modifiedTime":1695398092403,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кинжал/Dagger","type":"weapon","system":{"description":{"value":"
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\n

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

\n
","chat":"","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":1695398109945,"modifiedTime":1695398109945,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"go9Har1UUhXpwfTg","name":"Огненный снаряд / Fire bolt","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"}},"system":{"description":{"value":"
\n

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

\n

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

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398110670,"modifiedTime":1695398110670,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vomdl3k9dC01WU64","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"}},"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
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\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
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\n

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

\n
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\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"когда по вам попали атакой или выбрали вас целью волшебной стрелы"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398115140,"modifiedTime":1695398115140,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5qHVpdndC9kqzWdU","name":"Внушение / Suggestion","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"}},"system":{"description":{"value":"
\n

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

\n

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

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"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":1695398117619,"modifiedTime":1695398117619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Q1tiu4xY0zCplHeb","name":"Туманный шаг / Misty step","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"}},"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":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"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":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398118410,"modifiedTime":1695398118410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uVyg2eefi1lJLsDT","name":"Контрзаклинание / Counterspell","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"22","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"}},"system":{"description":{"value":"
\n

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

\n

На высоких кругах.

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"1 ответное действие, которое вы совершаете, увидев, как существо в пределах 60 футов от вас творит заклинание"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"1d20+@mod+@prof","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398119690,"modifiedTime":1695398119690,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gj3ukn6Y0DorQYTh","name":"Огненный шар / Fireball","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"}},"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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398120312,"modifiedTime":1695398120312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3UTPzTo5FFP0ElNq","name":"Полёт / Fly","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"}},"system":{"description":{"value":"
\n

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

\n

На высоких кругах.

\n

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

\n
","chat":"","unidentified":""},"source":"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"},"range":{"value":null,"long":null,"units":"touch"},"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":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121082,"modifiedTime":1695398121082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jC63PRNBS2Q61No2","name":"Ледяная буря / Ice storm","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121755,"modifiedTime":1695398121755,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MdIpT8kIpFqnWziP","name":"Конус холода / Cone of cold","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-cone-of-cold.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fRoi2YBSKOIzrtvP"}},"system":{"description":{"value":"
\n
Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"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":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398124052,"modifiedTime":1695398124052,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376952339,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":28300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Стая насекомых/Swarm of Insects","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20insects_mm"},"core":{}},"_id":"gEjgclwyGJRyPWWO","img":"foundryvtt-static/tokens/swarm-of-insects.webp","system":{"abilities":{"str":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"swarm","swarm":"tiny","custom":""},"environment":"Desert, Forest, Grassland, Hill, Swamp, Underdark, Urban","cr":0.5,"spellLevel":0,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"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":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":"Стая насекомых","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/swarm-of-insects.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":10,"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+3]]{+3} to hit, reach 0 ft., one target in the swarm's space. Hit: 10 ([[/r 4d4]]) 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":0,"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":[["4d4","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":"Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_swarm%20of%20insects_mm_mm"}},"effects":[],"_id":"qaZQIYiF4gwX8aS7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376992657,"modifiedTime":1695376992657,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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":0,"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","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":"Bites (Half Hit Points)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites%20(half%20hit%20points)_swarm%20of%20insects_mm_mm"}},"effects":[],"_id":"iebXwlvduBbdbh4N","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376992657,"modifiedTime":1695376992657,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"zYOU2GNyJSzG2ngf","name":"Swarm","type":"feat","system":{"description":{"value":"

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.

","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-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"swarm_swarm%20of%20insects_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376992657,"modifiedTime":1695376992657,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376992405,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":20800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Молодой белый дракон/Young White Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20white%20dragon_mm"},"core":{}},"_id":"qOt1tHROzldngGYz","img":"foundryvtt-static/tokens/young-white-dragon.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":133,"max":133,"temp":0,"tempmax":0,"formula":"14d10 + 56"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":20,"climb":0,"fly":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":30,"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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 2nd. The dragon's spell save DC is DC 12, and it has [[/r 1d20+4]]{+4} 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 2nd. The dragon's spell save DC is DC 12, and it has [[/r 1d20+4]]{+4} 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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A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.

Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.

Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.

Flying Mounts.

A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly.

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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.

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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.

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

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The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d10 + 4]]) piercing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.b0AJ9VItWvu5NypA.Item.Lb0IarPFk8DufajK]{Fire Breath} or @UUID[Actor.b0AJ9VItWvu5NypA.Item.xiCcbbdmnMDe9wtW]{Weakening Breath}

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 ([[/r 4d10]]) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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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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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Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.

High and Mighty.

Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.

Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.

Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.

Affluent Princes.

Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.

They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage sized produce and magic beans are spread in the mortal realm.

As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions.

Children of the Trickster.

The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction.

Wealth and Power.

A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.

However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.

Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p245[–]

Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options.

Fling.

The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 ([[/r 1d8]]) bludgeoning damage for every 10 feet it was thrown.

Wind Aura.

A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Source: SKT, page 245
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The giant makes two morningstar attacks.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 10 ft., one target. Hit: 21 ([[/r 3d8 + 8]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+12]]{+12} to hit, range 60/240 ft., one target. Hit: 30 ([[/r 4d10 + 8]]) bludgeoning damage.

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The giant 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_cloud%20giant_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900432,"modifiedTime":1695376900432,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"wJ4PbaO8YFhRlm82","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900467,"modifiedTime":1695376900467,"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":"BShFdVNn8Yo8yNar","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900494,"modifiedTime":1695376900494,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Падение пёрышком","type":"spell","system":{"description":{"value":"

Выберите до пяти падающих существ в пределах дистанции. До окончания действия заклинания их скорость падения уменьшается до 60 футов в раунд. Если такое существо приземлится до окончания заклинания, оно не получает урон от падения и может приземлиться на ноги, и тогда заклинание оканчивает действие на него.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"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":1,"school":"trs","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small feather or a piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/materials/feather-white-glowing-fire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Feather Fall"},"plutonium":{"page":"spells.html","source":"PHB","hash":"feather%20fall_phb","propDroppable":"spell"}},"effects":[],"_id":"6RGBt3xACeLDwlnK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900512,"modifiedTime":1695376900512,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"H2HHyO2m6OQ4p474","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900541,"modifiedTime":1695376900541,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманный шаг","type":"spell","system":{"description":{"value":"

Окутавшись серебристым туманом, вы телепортируетесь на 30 футов в свободное пространство, видимое вами.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":0,"long":null,"units":"self"},"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":2,"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Misty Step"},"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"}},"effects":[],"_id":"nncNtRIcbEHmsMcQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900589,"modifiedTime":1695376900589,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Телекинез","type":"spell","system":{"description":{"value":"

Вы получаете способность перемещать силой мысли существ и предметы, а также манипулировать ими. Когда вы накладываете это заклинание, а также в каждом последующем раунде, новым действием, вы можете воздействовать на одно существо или предмет, видимый в пределах дистанции, вызывая один из описанных ниже эффектов. Вы можете действовать на одну и ту же цель, а можете каждый раз выбирать новую. Если вы меняете цель, предыдущая перестаёт быть под действием этого заклинания.

\n

Существо. Вы можете попытаться переместить существо с размером не больше Огромного. Совершите проверку своей базовой характеристики, противопоставив её проверке Силы существа. Если вы выиграете проверку, вы перемещаете существо на 30 фт. в любом направлении, включая вверх, но не за пределы дистанции заклинания. До конца Вашего следующего хода существо @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживается} телекинетической хваткой. Существо, поднятое вверх, висит в воздухе.

\n

В последующих раундах вы можете действием пытаться поддерживать телекинетический захват существа, повторяя встречную проверку.

\n

Предмет. Вы можете попытаться переместить предмет, весящий до 1 000 фунтов. Если предмет не несут и не носят, вы автоматически перемещаете его на 30 фт. в любом направлении, но не за пределы дистанции заклинания.

\n

Если предмет несёт или носит существо, вы должны совершить проверку базовой характеристики, противопоставив её проверке Силы существа. Если вы выиграете проверку, вы вырываете предмет у этого существа, и можете переместить его на 30 фт. в любом направлении, но не за пределы дистанции заклинания.

\n

Вы очень хорошо контролируете предмет телекинетической хваткой, так что можете манипулировать простыми инструментами, открывать двери и контейнеры, доставать и убирать предметы из открытых контейнеров, а также выливать содержимое сосудов.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","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":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":5,"school":"trs","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/skills/toxins/cup-goblet-poisoned-spilled.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Telekinesis"},"plutonium":{"page":"spells.html","source":"PHB","hash":"telekinesis_phb","propDroppable":"spell"}},"effects":[],"_id":"XMTLahMStCmOGFSo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900626,"modifiedTime":1695376900626,"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":"1YUHgjiBVNtXnfhz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900656,"modifiedTime":1695376900656,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманное облако","type":"spell","system":{"description":{"value":"

Вы создаете сферу с радиусом 20 фт. из тумана с центром на точке в пределах дистанции. Сфера обходит углы, и ее пространство — сильно заслоненная местность. Она существует до окончания действия заклинания, или пока ее не рассеет ветер (со скоростью как минимум 10 миль в час).

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, радиус тумана увеличивается на 20 футов за каждый уровень ячейки выше 1-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"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":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/tech/smoke-spout-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fog Cloud"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fog%20cloud_phb","propDroppable":"spell"}},"effects":[],"_id":"hPyko904xx4hmMDF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900677,"modifiedTime":1695376900677,"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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"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":"Ui57IXSuGsRUqVts","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900697,"modifiedTime":1695376900697,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.1YUHgjiBVNtXnfhz], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.hPyko904xx4hmMDF], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.Ui57IXSuGsRUqVts]

  • 3/day each: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.6RGBt3xACeLDwlnK], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.H2HHyO2m6OQ4p474], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.nncNtRIcbEHmsMcQ], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.XMTLahMStCmOGFSo]

  • 1/day each: @UUID[Actor.PFR4QA3tZf0KjVcC.Item.wJ4PbaO8YFhRlm82], @UUID[Actor.PFR4QA3tZf0KjVcC.Item.BShFdVNn8Yo8yNar]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_cloud%20giant_mm_mm"}},"effects":[],"_id":"IYB9KWsY6J2v185R","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376900717,"modifiedTime":1695376900717,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376900030,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":12200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Груток Роковое Копьё/Grutok Doomspear","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"orc_mm"},"core":{}},"img":"foundryvtt-static/tokens/orc.webp","system":{"abilities":{"str":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":45,"max":45,"temp":0,"tempmax":0,"formula":"6d8 +18"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Gruumsh One-Eye.

Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.

Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.

Tribes like Plagues.

Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.

Ranging Scavengers.

Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.

When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.

On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.

Leadership and Might.

Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.

Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.

Orc Crossbreeds.

Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.

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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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По выбору Грутока, любое существо, которое может слышать, и не находится под действием боевого клича, получает преимущество на броски атаки до начала следующего хода Грутока. После этого Груток может выполнить одну атаку бонусным действием.

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

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The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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The Nature of Swarms

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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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Рукопашная атака оружием: +6 к попаданию, досягаемость 0 футов, одно существо в пространстве роя.

Попадание: 7 (2к6) колющего урона или 3 (1к6) колющего урона, если у роя половина хитов или меньше. Цель должна совершить спасбросок Телосложения Сл 10, получая 14 (4к6) урона ядом при провале, или половину этого урона при успехе.

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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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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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An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.

Dual Personality.

The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.

When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.

Solitary Lives.

As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.

An ettin's twin heads are always the same gender, with a body to match.

Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.

Two Heads are Better than One.

When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.

Orcish Ties.

In ancient dialects of Common, the word \"ettin\" translates as \"ugly giant.\" Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.

Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.

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The ettin makes two attacks: one with its battleaxe and one with its morningstar.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) piercing damage.

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The ettin has advantage on Wisdom (@skill[Perception]) checks and on saving throws against being @condition[blinded], @condition[charmed], @condition[deafened], @condition[frightened], @condition[stunned], and knocked @condition[unconscious].

","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/bones/skull-tusked-grey.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"two%20heads_ettin_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376918324,"modifiedTime":1695376918324,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XzLxyIQZsbLtW8Nc","name":"Wakeful","type":"feat","system":{"description":{"value":"

When one of the ettin's heads is asleep, its other head is awake.

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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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Additional Lair Actions.

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

  • Laughing Gas. The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

  • Torpid Energy. The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

Regional Effects[–]

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

  • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 4th. 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 three spells, once per day each, requiring no material components. Each spell's level can be no higher than 4th. 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 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.

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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 16 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 uses one of the following breath weapons: @UUID[Actor.cazeDJxynOEKtswG.Item.XVMKyQ1PwE6tFUc6]{Acid Breath} or @UUID[Actor.cazeDJxynOEKtswG.Item.AMQmeBfJEJUELKay]{Slowing 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_adult%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XVMKyQ1PwE6tFUc6","name":"Breath Weapons: Acid Breath","type":"feat","system":{"description":{"value":"

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ([[/r 12d8]]) acid 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":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"JinRBUpRZwgh3ikQ","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"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%20acid%20breath_adult%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"AMQmeBfJEJUELKay","name":"Breath Weapons: Slowing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"JinRBUpRZwgh3ikQ","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20slowing%20breath_adult%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"o26E0a5QlovxS6uo","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xstHYaEPNi0dsNXC","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.

","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"oo1sWBLHSRL4ngkX","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"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
  • @UUID[Actor.cazeDJxynOEKtswG.Item.xstHYaEPNi0dsNXC]{Detect}
  • @UUID[Actor.cazeDJxynOEKtswG.Item.Watp8fc6OmfzGNxh]{Tail Attack}
  • @UUID[Actor.cazeDJxynOEKtswG.Item.oo1sWBLHSRL4ngkX]{Wing Attack}
\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":"f5OEilOJnFtghYne","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon chooses a point on the ground ...","type":"feat","system":{"description":{"value":"

The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.

","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":"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":[],"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%20chooses%20a%20point%20on%20the%20ground%20..._adult%20copper%20dragon_mm_mm"}},"effects":[],"_id":"8XeVBLrIwLYv8Vn1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon chooses a 10-foot-square area on ...","type":"feat","system":{"description":{"value":"

The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"square"},"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%20the%20dragon%20chooses%20a%2010-foot-square%20area%20on%20..._adult%20copper%20dragon_mm_mm"}},"effects":[],"_id":"fUYadTt3ptbnSv97","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Laughing Gas","type":"feat","system":{"description":{"value":"

The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

","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":"wis","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%20laughing%20gas_adult%20copper%20dragon_mm_mm"}},"effects":[],"_id":"u2i1LJ1FLpi8H8IC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Torpid Energy","type":"feat","system":{"description":{"value":"

The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

","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":"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%20torpid%20energy_adult%20copper%20dragon_mm_mm"}},"effects":[],"_id":"Qgo73ZrlDJLtFr7M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"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":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_adult%20copper%20dragon_mm_mm"}},"effects":[],"_id":"4lvu8QCaQ7lIgKAA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873566,"modifiedTime":1695376873566,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376873221,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Кабан-оборотень/Wereboar","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"wereboar_mm"},"core":{}},"_id":"dm63NrnRphP2Cwvg","img":"foundryvtt-static/tokens/wereboar.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":78,"max":78,"temp":0,"tempmax":0,"formula":"12d8 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.

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 evil","race":"","type":{"value":"humanoid","subtype":"human, shapechanger","swarm":"","custom":""},"environment":"Forest, Grassland, Hill","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 boar 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":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"tools":{},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":20}}},"prototypeToken":{"name":"Кабан-оборотень","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/wereboar.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":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","type":"feat","system":{"description":{"value":"

The wereboar makes two attacks, only one of which can be with its tusks.

","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%20(humanoid%20or%20hybrid%20form%20only)_wereboar_mm_mm"}},"effects":[],"_id":"ZRdVsH7aN1aWnfK3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377005564,"modifiedTime":1695377005564,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ([[/r 2d6]]) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @condition[prone].

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 9 ([[/r 1d12 + 3]]) slashing damage.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":12,"price":{"value":10,"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":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"hide","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/equipment/chest/vest-cloth-tattered-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hide Armor"},"plutonium":{"page":"items.html","source":"PHB","hash":"hide%20armor_phb"}},"effects":[],"_id":"xPOxBH1C8wb3ShuS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376891820,"modifiedTime":1695376891820,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376891683,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":8700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Андросфинкс/Androsphinx","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"androsphinx_mm"},"core":{}},"_id":"xQ8XndtDApHAIPJF","img":"foundryvtt-static/tokens/androsphinx.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":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":23,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":199,"max":199,"temp":0,"tempmax":0,"formula":"19d10 + 95"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":"wis"},"details":{"biography":{"value":"

An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.

An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.

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:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • 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.
  • 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.
  • 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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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 17 ([[/r 2d10 + 6]]) slashing damage.

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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 androsphinx 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 androsphinx regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.xQ8XndtDApHAIPJF.Item.Xk9DhBKuVzmwbMqV]{Claw Attack}
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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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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]].

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Вы касаетесь живого существа, у которого 0 хитов. Оно становится стабилизированным. Это заклинание не оказывает никакого эффекта на нежить и конструктов.

","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":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/weapons/axes/axe-double-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Spare the Dying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"spare%20the%20dying_phb","propDroppable":"spell"}},"effects":[],"_id":"UlwZG3X16k0Ot8Sj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882371,"modifiedTime":1695376882371,"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":"CozOwXO8TH0hoUyH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882396,"modifiedTime":1695376882396,"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":"SjnEKp7htLlHSKn4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882420,"modifiedTime":1695376882420,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","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":"U5GsZazuZjvNnCH1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882451,"modifiedTime":1695376882451,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":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":"H5XSFzwCqpNeI8Wz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882484,"modifiedTime":1695376882484,"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":"rq6mvcaxKzWqlh6z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882506,"modifiedTime":1695376882506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Область истины","type":"spell","system":{"description":{"value":"

Вы создаёте магическую зону, защищающую от обмана в сфере с радиусом 15 футов с центром на точке, выбранной вами в пределах дистанции. Пока заклинание активно, существо, впервые за ход входящее в область этого заклинания или начинающее в ней ход, должно совершить спасбросок Харизмы. При провале существо не может умышленно лгать, находясь в указанном радиусе. Вы знаете, какие существа преуспели в спасброске, а какие провалили.

\n

Попавшее под действие заклинания существо знает о заклинании, и потому может избегать отвечать на вопросы, на которые оно предпочло бы солгать. Такие существа могут давать уклончивые ответы, пока принуждены говорить правду.

","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":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":2,"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/skills/targeting/crosshair-arrowhead-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Zone of Truth"},"plutonium":{"page":"spells.html","source":"PHB","hash":"zone%20of%20truth_phb","propDroppable":"spell"}},"effects":[],"_id":"OKBcaRlHKpqnmLpq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882549,"modifiedTime":1695376882549,"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":"9C1NHcP9HvAE4vzj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882583,"modifiedTime":1695376882583,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"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":"DmE4p3JKOhqCWDff","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882616,"modifiedTime":1695376882616,"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.

\n

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.

","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":"cha","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"LgGmAvC2eoosncfn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882650,"modifiedTime":1695376882650,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Свобода перемещения","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, на перемещения цели не влияет @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимая местность}, а заклинания и прочие магические эффекты не могут ни уменьшить её скорость, ни сделать её @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиженной}.

\n

Цель может также потратить 5 футов перемещения, чтобы автоматически высвободиться из немагических оков, таких как кандалы или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.gYDAhd02ryUmtwZn]{захват} другого существа. Более того, нахождение под водой не накладывает штрафы на перемещение и атаки цели.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackles-movement-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Freedom of Movement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"freedom%20of%20movement_phb","propDroppable":"spell"}},"effects":[],"_id":"0XThjTEMBI2W0SP1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882686,"modifiedTime":1695376882686,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

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Вы наделяете существо, которого касаетесь, позитивной энергией, отменяющей ослабляющие эффекты. Вы можете уменьшить уровень @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cspWveykstnu3Zcv]{истощения} цели на 1, или окончить на ней один из следующих эффектов:

\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":"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Restoration"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"}},"effects":[],"_id":"tOLfR26lLysCjgSm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882773,"modifiedTime":1695376882773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пир героев","type":"spell","system":{"description":{"value":"

Вы организовываете шикарный пир, включая великолепные пищу и питьё. Пир совершается в течение 1 часа, и исчезает по прошествии этого времени, но положительные эффекты не вступают в силу, пока этот час не пройдёт. В пире могут принимать участие до двенадцати существ.

\n

Существо, принявшее участие в пиршестве, получает несколько преимуществ. Оно излечивается от всех болезней и ядов, приобретает иммунитет к ядам и состоянию испуга, совершает спасброски Мудрости с преимуществом. Максимум его хитов увеличивается на [[/r 2d10]], и оно получает такое же количество хитов. Все эти преимущества длятся 24 часа.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/holy/chalice-glowing-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Heroes' Feast"},"plutonium":{"page":"spells.html","source":"PHB","hash":"heroes'%20feast_phb","propDroppable":"spell"}},"effects":[],"_id":"ZO4uQ0FfQY83fVyr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882816,"modifiedTime":1695376882816,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, [[/r 1d20+10]]{+10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.xQ8XndtDApHAIPJF.Item.Cb5w1u7C8jPsQBmf], @UUID[Actor.xQ8XndtDApHAIPJF.Item.UlwZG3X16k0Ot8Sj], @UUID[Actor.xQ8XndtDApHAIPJF.Item.CozOwXO8TH0hoUyH]

  • 1st level (4 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.SjnEKp7htLlHSKn4], @UUID[Actor.xQ8XndtDApHAIPJF.Item.U5GsZazuZjvNnCH1], @UUID[Actor.xQ8XndtDApHAIPJF.Item.H5XSFzwCqpNeI8Wz]

  • 2nd level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.rq6mvcaxKzWqlh6z], @UUID[Actor.xQ8XndtDApHAIPJF.Item.OKBcaRlHKpqnmLpq]

  • 3rd level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.9C1NHcP9HvAE4vzj], @UUID[Actor.xQ8XndtDApHAIPJF.Item.DmE4p3JKOhqCWDff]

  • 4th level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.LgGmAvC2eoosncfn], @UUID[Actor.xQ8XndtDApHAIPJF.Item.0XThjTEMBI2W0SP1]

  • 5th level (2 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.ZmThnB8gGcVNfo4h], @UUID[Actor.xQ8XndtDApHAIPJF.Item.tOLfR26lLysCjgSm]

  • 6th level (1 slot): @UUID[Actor.xQ8XndtDApHAIPJF.Item.ZO4uQ0FfQY83fVyr]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_androsphinx_mm_mm"}},"effects":[],"_id":"7SsiRuloLPhR3A97","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882854,"modifiedTime":1695376882854,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376881934,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":31600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} -{"name":"Курица Бездны/Abyssal Chicken","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"abyssal%20chicken_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"F6zlXMEpj2rJ5XDC","img":"https://5etools-mirror-1.github.io/img/bestiary/BGDIA/Abyssal%20Chicken.webp","system":{"abilities":{"str":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":4,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":10,"max":10,"temp":null,"tempmax":null,"formula":"3d4 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":30,"swim":null,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":30,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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}.

","public":""},"alignment":"chaotic evil","race":null,"type":{"value":"fiend","subtype":"demon","swarm":"","custom":""},"environment":"","cr":0.25,"spellLevel":0,"source":{"custom":"BGDIA"}},"traits":{"size":"tiny","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","fire","lightning"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","poisoned"],"custom":""},"languages":{"value":["abyssal"],"custom":"understands Abyssal but can't speak"}},"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":"Abyssal Chicken","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"assets/srd5e/img/BGDIA/Abyssal Chicken.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":0.5,"height":0.5,"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":30,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Мультиатака/Multiattack","type":"feat","system":{"description":{"value":"

Курица Бездны совершает две атаки: одну укусом, и другую когтями.

","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_abyssal%20chicken_bgdia_bgdia"}},"effects":[],"_id":"Y49EZyhbxplHkCsT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574994176,"modifiedTime":1705577169197,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Рукопашная атака оружием. +4 к попаданию, досягаемость 5 футов, одно существо. Попадание: 4 (1к4+2) колющего урона.

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Рукопашная атака оружием. +4 к попаданию, досягаемость 5 футов, одно существо. Попадание: 6 (1к6+2) рубящего урона.

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Курица Бездны падает в конце своего хода, если оканчивает его в состоянии полёта.

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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+2]]{+2} to hit, reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) bludgeoning damage.

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As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ([[/r 3d6]]) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by [[/r 1d6]] for each level above 1st.

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Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

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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.

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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.

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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.

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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.

\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":"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.

\n

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:

  • Cantrips (at will): @UUID[Actor.gF9lEjMYCJuFTWow.Item.Hvv3GtrLM3ZM9W6P], @UUID[Actor.gF9lEjMYCJuFTWow.Item.IGCX11ggxe2dKCfo], @UUID[Actor.gF9lEjMYCJuFTWow.Item.343uxGmIWH7E1XGp]

  • 1st level (4 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.ieH7tJk5Ys7F8p3f], @UUID[Actor.gF9lEjMYCJuFTWow.Item.9fWnzninmBwlLslf], @UUID[Actor.gF9lEjMYCJuFTWow.Item.ngYGUq91Yvw1joAa]

  • 2nd level (3 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.qcHCti6koud0DReX], @UUID[Actor.gF9lEjMYCJuFTWow.Item.QfBvbaid5OWh7GGk]

  • 3rd level (2 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.iuNy2opcWav7vkie], @UUID[Actor.gF9lEjMYCJuFTWow.Item.jg7F3Vpp42CD4WYs]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_priest_mm_mm"}},"effects":[],"_id":"IzLAkWN67TUiBbjz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376972560,"modifiedTime":1695376972560,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376972150,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":21000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Древень/Treant","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"treant_mm"},"core":{}},"_id":"dRcVlgBYkiEITiZJ","img":"foundryvtt-static/tokens/treant.webp","system":{"abilities":{"str":{"value":23,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":8,"proficient":0,"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":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":138,"max":138,"temp":0,"tempmax":0,"formula":"12d12 + 60"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

The Sleeping Tree Awakens.

A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.

Legendary Guardians.

After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.

Protectors of the Wild.

Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.

Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath.

","public":""},"alignment":"chaotic good","race":"","type":{"value":"plant","subtype":"","swarm":"","custom":""},"environment":"Forest","cr":9,"spellLevel":0,"source":"MM"},"traits":{"size":"huge","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["bludgeoning","piercing"],"bypasses":[],"custom":""},"dv":{"value":["fire"],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","druidic","elvish","sylvan"],"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":"Древень","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/treant.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":3,"height":3,"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":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The treant makes two slam 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_treant_mm_mm"}},"effects":[],"_id":"Ikb6jkqtwIV2dpl9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376996484,"modifiedTime":1695376996484,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 16 ([[/r 3d6 + 6]]) bludgeoning damage.

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Ranged Weapon Attack: [[/r 1d20+10]]{+10} to hit, range 60/180 ft., one target. Hit: 28 ([[/r 4d10 + 6]]) bludgeoning damage.

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The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a @creature[treant], except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

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A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.

Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.

Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.

Flying Mounts.

A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly.

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The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds.

Noble Mounts.

Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion.

Born of the Planes.

Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need.

Pegasi Nests.

Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young.

[–]

Behold, the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?

— Tyllenvane d'Orien, dragonmarked scion arguing to change the symbol of House Orien from the unicorn to the pegasus

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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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Попадание: Существо становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченным/Grappled} (Сл высвобождения 13). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутана/Restrained}, @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплёна/Blinded}, и рискует задохнуться, а ковер не может душить другую цель. Кроме того, цель в начале каждого своего хода получает дробящий урон 10 (2к6 + 3).

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Попадание: Колющий урон 1, и цель должна преуспеть в спасброске Телосложения Сл 9, иначе получит урон ядом 2 (1к4).

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Находясь в контакте с паутиной, паук знает точное местоположение всех других существ, находящихся в контакте с той же паутиной.

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The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.

Evil Spirits in Mortal Flesh.

Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.

Evil Reborn.

For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.

When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.

Like devils, rakshasas killed in the Nine Hells are forever destroyed.

[–]

Slay me once, shame on you.

Slay me twice, shame on me.

— Rakshasa maxim

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a @spell[remove curse] spell or similar magic.

","chat":"","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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_rakshasa_mm_mm"}},"effects":[],"_id":"DliA3gjbaz4BnPHw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974536,"modifiedTime":1695376974536,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fOD0BBYjZxyOSEvc","name":"Limited Magic Immunity","type":"feat","system":{"description":{"value":"

The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and 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/symbols/runes-triangle-magenta.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20magic%20immunity_rakshasa_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974536,"modifiedTime":1695376974536,"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.

","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":1,"max":"1","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":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","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/death/projectile-skull-flaming-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"8koT9Rjw65565lXz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974571,"modifiedTime":1695376974571,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

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Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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 wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"zvQ27mgqDew22YHu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974602,"modifiedTime":1695376974602,"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":"DGqP9RnWzrED8z2r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974623,"modifiedTime":1695376974623,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Истинное зрение","type":"spell","system":{"description":{"value":"

Заклинание даёт согласному существу, которого вы коснулись, способность видеть вещи такими, какими они являются на самом деле. Пока заклинание активно, это существо обладает истинным зрением, видит потайные двери, сокрытые магией, и его зрение простирается на Эфирный План, и всё это в пределах 120 футов.

","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":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/perception/eye-slit-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Seeing"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20seeing_phb","propDroppable":"spell"}},"effects":[],"_id":"SDf7pXyNvq0bXcS4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974650,"modifiedTime":1695376974650,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"3VaIULyg3bmrf1dt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974679,"modifiedTime":1695376974679,"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.

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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":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":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":"rzpNdE6FWrZIWuCz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974703,"modifiedTime":1695376974703,"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":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":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":"ubKGQXLFvb9EMfVn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974733,"modifiedTime":1695376974733,"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":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":"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":"BckLGv41wIwhW3hP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974776,"modifiedTime":1695376974776,"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":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":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"uVPW2F1xNxltnNVA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974807,"modifiedTime":1695376974807,"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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"Ndst9wpweGhjIreW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974839,"modifiedTime":1695376974839,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"mZ59YFsY1suUdtvj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974870,"modifiedTime":1695376974870,"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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"eeCpYvHBnsOenEBj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974901,"modifiedTime":1695376974901,"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.

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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.

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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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"sUP7g8XJiXTTpOJR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974928,"modifiedTime":1695376974928,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, [[/r 1d20+10]]{+10} to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.as1aUfGiiYXdA49X.Item.Ndst9wpweGhjIreW], @UUID[Actor.as1aUfGiiYXdA49X.Item.mZ59YFsY1suUdtvj], @UUID[Actor.as1aUfGiiYXdA49X.Item.eeCpYvHBnsOenEBj], @UUID[Actor.as1aUfGiiYXdA49X.Item.sUP7g8XJiXTTpOJR]

  • 3/day each: @UUID[Actor.as1aUfGiiYXdA49X.Item.3VaIULyg3bmrf1dt], @UUID[Actor.as1aUfGiiYXdA49X.Item.rzpNdE6FWrZIWuCz], @UUID[Actor.as1aUfGiiYXdA49X.Item.ubKGQXLFvb9EMfVn], @UUID[Actor.as1aUfGiiYXdA49X.Item.BckLGv41wIwhW3hP], @UUID[Actor.as1aUfGiiYXdA49X.Item.uVPW2F1xNxltnNVA]

  • 1/day each: @UUID[Actor.as1aUfGiiYXdA49X.Item.8koT9Rjw65565lXz], @UUID[Actor.as1aUfGiiYXdA49X.Item.zvQ27mgqDew22YHu], @UUID[Actor.as1aUfGiiYXdA49X.Item.DGqP9RnWzrED8z2r], @UUID[Actor.as1aUfGiiYXdA49X.Item.SDf7pXyNvq0bXcS4]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_rakshasa_mm_mm"}},"effects":[],"_id":"X22xchGhUMMd5Iq8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376974964,"modifiedTime":1695376974964,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376974463,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":17600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Каменный голем/Stone Golem","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"stone%20golem_mm"},"core":{}},"_id":"KvSSsBAvQDqbNBHu","img":"foundryvtt-static/tokens/stone-golem.webp","system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"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":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":"

Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts.

Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem is immune to any spell or effect that would alter its form.

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

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The golem's weapon attacks are magical.

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An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

Directed Hunter.

When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.

An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

Unseen Threat.

Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline.

Elemental Nature.

An invisible stalker requires no air, food, drink, or sleep.

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The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 1 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":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","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_weasel_mm_mm"}},"effects":[],"_id":"x8iM24r8jt6gtSAt","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377004941,"modifiedTime":1695377004941,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5gjYZWiNrqGIdJUF","name":"Keen Hearing and Smell","type":"feat","system":{"description":{"value":"

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

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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:

  • 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.
  • 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.
  • 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.
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:

  • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 ([[/r 1d6]]) piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.

  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
  • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 5th. 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 three 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 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 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 7 ([[/r 2d6]]) poison 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 16 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":16,"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%20green%20dragon_mm_mm"}},"effects":[],"_id":"BbIkmOygXWETiAUp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Poison Breath","type":"feat","system":{"description":{"value":"

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 ([[/r 16d6]]) poison 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":60,"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","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"poison%20breath%20%7b%40recharge%205%7d_adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"Anq1gTdtga7Pq63F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jJOugpkBzYsnIdEg","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_adult%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"HBrEmRAoPRWIYuUt","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xLkGgvlllL6jaj1X","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_adult%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"iPODnXgdUdwlqqLy","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gmPRR89mLGX8T1gG","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"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
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.xLkGgvlllL6jaj1X]{Detect}
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.iPODnXgdUdwlqqLy]{Tail Attack}
  • @UUID[Actor.maZU2eCUgcqXvPI1.Item.gmPRR89mLGX8T1gG]{Wing Attack}
\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":"rsUeHsj3j5YtWpPA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping roots and vines erupt in a 20-foot ...","type":"feat","system":{"description":{"value":"

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.

","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":[["4d8","piercing"],["4d8","piercing"]],"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%20wall%20of%20tangled%20brush%20bristling%20with%20..._adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"9f9oYND2JEIiME5q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical fog billows around one creature the ...","type":"feat","system":{"description":{"value":"

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:

  • 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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cube"},"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/magic/air/wind-tornado-funnel-damage-blue.webp","flags":{"plutonium":{"page":"monsterRegionalEffects","source":"MM","hash":"regional%20effects_adult%20green%20dragon_mm_mm"}},"effects":[],"_id":"N8crjLa7oeaNQOiz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874617,"modifiedTime":1695376874617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376874283,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Джинн/Djinni","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"djinni_mm"},"core":{}},"_id":"qJriVcqg7MLycHlo","img":"foundryvtt-static/tokens/djinni.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":161,"max":161,"temp":0,"tempmax":0,"formula":"14d10 + 84"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":90,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"

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.

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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:

  • At will: @UUID[Actor.qJriVcqg7MLycHlo.Item.5DP8YcFoEpdp7wXy], @UUID[Actor.qJriVcqg7MLycHlo.Item.1XRzY5FjD4JI3oVm], @UUID[Actor.qJriVcqg7MLycHlo.Item.zzPFr4y7yd1e9XW8]

  • 3/day each: @UUID[Actor.qJriVcqg7MLycHlo.Item.kcXxehcbkfDDYy6e] (can create wine instead of water), @UUID[Actor.qJriVcqg7MLycHlo.Item.YZxggWi0MA7fZX62], @UUID[Actor.qJriVcqg7MLycHlo.Item.fwSwQhPco4oSVdsY]

  • 1/day each: @UUID[Actor.qJriVcqg7MLycHlo.Item.fuYuvnOI1iPIpFhd] (@creature[air elemental] only), @UUID[Actor.qJriVcqg7MLycHlo.Item.WkL6aT4FyofGkgtn], @UUID[Actor.qJriVcqg7MLycHlo.Item.UOJLhjzDKZl0iCpu], @UUID[Actor.qJriVcqg7MLycHlo.Item.QRmxtPn4iAaGeXwY], @UUID[Actor.qJriVcqg7MLycHlo.Item.qQRWzIWVezi3vi2G], @UUID[Actor.qJriVcqg7MLycHlo.Item.5npAE0xe39NwzuIJ]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_djinni_mm_mm"}},"effects":[],"_id":"EDJeiX6K6Usc0DzO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906419,"modifiedTime":1695376906419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376905740,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":27000000,"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:

  • 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].
  • 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.
  • 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.
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:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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_ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"hjFUHiGkFt3qp8vP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Acid Breath","type":"feat","system":{"description":{"value":"

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.

","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":"line"},"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":[["15d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"acid%20breath%20%7b%40recharge%205%7d_ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"MWXkthdBvpl6zSkO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9Ts0wynwulyfpqWK","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cvvFoesGYdASqhy1","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XBE91bGn7cIqpuUO","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ziItSAGioJ3C3lzD","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yFv9ooq6PNBtTSn8","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 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.

","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":23,"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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"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
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.XBE91bGn7cIqpuUO]{Detect}
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.ziItSAGioJ3C3lzD]{Tail Attack}
  • @UUID[Actor.uVPcF8kmBMFSkZVM.Item.yFv9ooq6PNBtTSn8]{Wing Attack}
\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":"N2wyipXmTPyZ4k2K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water that the dragon can see ...","type":"feat","system":{"description":{"value":"

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].

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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%20pools%20of%20water%20that%20the%20dragon%20can%20see%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"IeRWzob1XeuYj0g7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A cloud of swarming insects fills a ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","piercing"],["3d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"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%20a%20cloud%20of%20swarming%20insects%20fills%20a%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"kFrZlZsr8vBslMe6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical darkness spreads from a point the ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"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%20magical%20darkness%20spreads%20from%20a%20point%20the%20..._ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"whlNwndMlwvVq4mz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Filth Burst","type":"feat","system":{"description":{"value":"

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.

","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":"str","dc":15,"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%20grasping%20muck_ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"X62amfgi76NdDfGY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Noxious Gas","type":"feat","system":{"description":{"value":"

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.

","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":"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%20noxious%20gas_ancient%20black%20dragon_mm_mm"}},"effects":[],"_id":"HKRDdGWLqvLMCG1j","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376877002,"modifiedTime":1695376877002,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

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Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.

Territorial Xenophobes.

Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.

Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.

Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.

Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.

Great Feasts and Sacrifices.

Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.

Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.

Canny Crafters.

Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.

Lizardfolk Leaders.

Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.

Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.

Dragon Worshipers.

Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.

[–]

In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.

— A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh

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The lizardfolk makes two melee attacks, each one with a different weapon.

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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.

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

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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.

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The lizardfolk can hold its breath for 15 minutes.

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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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Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.

Primeval Relics.

In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.

Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.

Tireless Guardians.

Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.

Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.

Waiting Servants.

Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage. The target is @condition[grappled] (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures @condition[grappled].

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One creature @condition[grappled] by the chuul must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 1 minute. Until this poison ends, the target is @condition[paralyzed]. 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 chuul can breathe air and water.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the @spell[detect magic] spell but isn't itself magical.

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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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A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.

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 glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] vrocks, [[/r 1d2]] hezrous, or one glabrezu.

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 glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

","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_glabrezu_mm_mm"}},"effects":[],"_id":"hrxEpdM7QYUrJbRl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a Medium or smaller creature, it is @condition[grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

","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","bludgeoning"]],"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":"Pincer","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/claws/claw-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"pincer_glabrezu_mm_mm"}},"effects":[],"_id":"9WRVemSCmWM4YmYf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) bludgeoning 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":"3","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"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":"Fist","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/flame-burning-fist-strike.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fist_glabrezu_mm_mm"}},"effects":[],"_id":"5ts3IxBZOoV768wY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yHIRPWSYQHOhRqQH","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The glabrezu 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_glabrezu_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931416,"modifiedTime":1695376931416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Смятение","type":"spell","system":{"description":{"value":"

Это заклинание атакует и скручивает сознание существ, порождая галлюцинации и провоцируя на необдуманные действия. Все существа в сфере с радиусом 10 футов с центром на точке, выбранной в пределах дистанции, должны преуспеть в спасброске Мудрости, иначе попадут под действие эффекта.

\n

 Попавшая под эффект цель не может совершать реакции и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить своё поведение в этом ходу.

\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
Поведение
[[/r d10]]Поведение 
1Существо использует всё своё перемещение на движение в случайном направлении. Для определения направления бросьте [[/r d8]], назначив каждой грани своё направление. Действие в этом ходу существо не совершает.
2-6Существо в этом ходу не перемещается и не совершает действий.
7-8Существо действием совершает рукопашную атаку по случайным образом выбранному существу в пределах досягаемости. Если в пределах досягаемости нет других существ, существо в этот ход ничего не делает.
9-10Существо может действовать и перемещаться как обычно.
\n

В конце каждого своего хода цель может совершать спасбросок Мудрости. При успехе на этой цели эффект заканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, радиус сферы увеличивается на 5 футов 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":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"}},"effects":[],"_id":"YkM1NbZCDQK2DmS4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931440,"modifiedTime":1695376931440,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"M5IrRoW6g6o4XgKs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931476,"modifiedTime":1695376931476,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"pKri4IptC2iRn8g1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931508,"modifiedTime":1695376931508,"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":"innate","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":"uaP06fmsllqSXFVH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931543,"modifiedTime":1695376931543,"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":"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":"CDRok2GiF9Ng0CRF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931571,"modifiedTime":1695376931571,"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":"innate","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":"eu7JFUorHZVzhiJL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931597,"modifiedTime":1695376931597,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.vblnnDeTMkbdo4xk.Item.uaP06fmsllqSXFVH], @UUID[Actor.vblnnDeTMkbdo4xk.Item.CDRok2GiF9Ng0CRF], @UUID[Actor.vblnnDeTMkbdo4xk.Item.eu7JFUorHZVzhiJL]

  • 1/day each: @UUID[Actor.vblnnDeTMkbdo4xk.Item.YkM1NbZCDQK2DmS4], @UUID[Actor.vblnnDeTMkbdo4xk.Item.M5IrRoW6g6o4XgKs], @UUID[Actor.vblnnDeTMkbdo4xk.Item.pKri4IptC2iRn8g1]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_glabrezu_mm_mm"}},"effects":[],"_id":"ASR1nQw68jyJxbis","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931633,"modifiedTime":1695376931633,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376931172,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Древний латунный дракон/Ancient Brass Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20brass%20dragon_mm"},"core":{}},"_id":"8wai53O0IVhxSKAF","img":"foundryvtt-static/tokens/ancient-brass-dragon.webp","system":{"abilities":{"str":{"value":27,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"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":20,"calc":"natural","formula":""},"hp":{"value":297,"max":297,"temp":0,"tempmax":0,"formula":"17d20 + 119"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":40,"climb":0,"fly":80,"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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.
  • 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 it 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.
Additional Lair Actions.

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

  • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

  • Blast of Wind. A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

  • Obscuring Sand. Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

Regional Effects[–]

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

  • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (@skill[Investigation]) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 6th. The dragon's spell save DC is DC 18, and it has [[/r 1d20+10]]{+10} 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 6th. The dragon's spell save DC is DC 18, and it has [[/r 1d20+10]]{+10} 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 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} 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 18 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":18,"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%20brass%20dragon_mm_mm"}},"effects":[],"_id":"QZgilKlXE5KLSj9Q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ScTW8v9h3vVcU8u0","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.8wai53O0IVhxSKAF.Item.DcYm1XMeStQxjU3j]{Fire Breath} or @UUID[Actor.8wai53O0IVhxSKAF.Item.vhTblLWD1T7vxBbR]{Sleep 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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"DcYm1XMeStQxjU3j","name":"Breath Weapons: Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 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":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"ScTW8v9h3vVcU8u0","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["16d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"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%20fire%20breath_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vhTblLWD1T7vxBbR","name":"Breath Weapons: Sleep Breath","type":"feat","system":{"description":{"value":"

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall @condition[unconscious] for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

","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":"ScTW8v9h3vVcU8u0","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":21,"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%20sleep%20breath_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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%20brass%20dragon_mm_mm"}},"effects":[],"_id":"lBfIyik9lMDlVYo3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XZMXMEo2AO4XM7mU","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"IEgW34Q175DtcrMe","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PSA0A2tUtLxCm4FG","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4oUvCAoAH2xJdhFm","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 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_ancient%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"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
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.IEgW34Q175DtcrMe]{Detect}
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.PSA0A2tUtLxCm4FG]{Tail Attack}
  • @UUID[Actor.8wai53O0IVhxSKAF.Item.4oUvCAoAH2xJdhFm]{Wing Attack}
\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":"FOshSAmcQEkayuUN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A strong wind blows around the dragon. Each ...","type":"feat","system":{"description":{"value":"

A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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%20a%20strong%20wind%20blows%20around%20the%20dragon.%20each%20..._ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"9Tq2U6u50fmTkVb6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"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 it 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":"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%20a%20cloud%20of%20sand%20swirls%20about%20in%20a%20..._ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"eK7JczX98Wx6tllS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Animate Statues","type":"feat","system":{"description":{"value":"

The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

","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":[["3d6","bludgeoning"]],"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%20animate%20statues_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"raPxrIQHiBtzoLJo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Blast of Wind","type":"feat","system":{"description":{"value":"

A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

","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":"str","dc":15,"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%20blast%20of%20wind_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"1KByVwYcydeUv1VO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Obscuring Sand","type":"feat","system":{"description":{"value":"

Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured 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%20obscuring%20sand_ancient%20brass%20dragon_mm_mm"}},"effects":[],"_id":"iqLOuzZVaE4lL44C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

","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":"int","dc":20,"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%20brass%20dragon_mm_mm"}},"effects":[],"_id":"iPwjrJ36BI80DHqw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376878120,"modifiedTime":1695376878120,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376877724,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":6200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Эриния/Erinyes","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"erinyes_mm"},"core":{}},"_id":"fXlh6vJExbNp436c","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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Rope of Entanglement

[–]

Some erinyes carry a 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.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.

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.

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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 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.

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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":"MkgZfXskZy4Ox29i","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376916854,"modifiedTime":1695376916854,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376916622,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":20500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Взрослый бронзовый дракон/Adult Bronze Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20bronze%20dragon_mm"},"core":{}},"_id":"Ty51Yz7aHMeyYuEG","img":"foundryvtt-static/tokens/adult-bronze-dragon.webp","system":{"abilities":{"str":{"value":25,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":23,"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":19,"calc":"natural","formula":""},"hp":{"value":212,"max":212,"temp":0,"tempmax":0,"formula":"17d12 + 102"},"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the @spell[fog cloud] spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.
Additional Lair Actions.

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

  • Ocean's Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

  • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

  • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

Regional Effects[–]

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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+12]]{+12} to hit, reach 10 ft., one target. Hit: 18 ([[/r 2d10 + 7]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d6 + 7]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 15 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) 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 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, 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 uses one of the following breath weapons: @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.sO1YehIkabH9zCi3]{Lightning Breath} or @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.fKV6Gc1dKLKnfk8i]{Repulsion Breath}

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The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 ([[/r 12d10]]) 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":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"rxhcEltNNvqE9QWM","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20lightning%20breath_adult%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fKV6Gc1dKLKnfk8i","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 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

","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":"charges","target":"rxhcEltNNvqE9QWM","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":19,"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%20repulsion%20breath_adult%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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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.

","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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dlqKpNe7ccmqeVz1","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 20 Dexterity saving throw or take 14 ([[/r 2d6 + 7]]) 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 + 7","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"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%20bronze%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"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
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.tWh9NpCS86hY8GRK]{Detect}
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.ERYoVe49QdZbMWTX]{Tail Attack}
  • @UUID[Actor.Ty51Yz7aHMeyYuEG.Item.dlqKpNe7ccmqeVz1]{Wing Attack}
\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":"y8MugRqu3hc0d7la","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates fog as though it had ...","type":"feat","system":{"description":{"value":"

The dragon creates fog as though 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%20though%20it%20had%20..._adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"Kvnbqmah3Pt6KZ8k","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A thunderclap originates at a point the ...","type":"feat","system":{"description":{"value":"

A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ([[/r 1d10]]) thunder damage and be @condition[deafened] until the end of its next turn.

","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":"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":[["1d10","thunder"]],"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%20a%20thunderclap%20originates%20at%20a%20point%20the%20..._adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"1YrwXi7j23nEpqEe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Ocean's Call","type":"feat","system":{"description":{"value":"

The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 ([[/r 1d10]]) slashing damage; then the swarm vanishes.

","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":[["1d10","slashing"]],"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%20ocean's%20call_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"qZDO5RO2vXDWP94L","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Salt Burst","type":"feat","system":{"description":{"value":"

The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 ([[/r 3d6]]) slashing damage.

","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":[["3d6","slashing"]],"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%20salt%20burst_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"G5l4P5VqQPxauKcg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Whelming Water","type":"feat","system":{"description":{"value":"

The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength 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":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":"str","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%20whelming%20water_adult%20bronze%20dragon_mm_mm"}},"effects":[],"_id":"ySXhbhsVqi2Uc7Lo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376873035,"modifiedTime":1695376873035,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in [[/r 1d10]] days.

Additional Regional Effects.

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

  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.

  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.

  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.

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Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on @creature[Jackalwere||jackalweres] to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.

A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.

Tyrants of Pleasure.

Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.

Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with @spell[geas] spells are pitted against each other in elaborate contests for the lamia's amusement.

Vain Predators.

Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a @spell[scrying] spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.

Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.

As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety.

Minions of Graz'zt.

The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.

","public":""},"alignment":"chaotic evil","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Desert","cr":4,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["abyssal","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":2,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":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":"Ламия","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/lamia.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 lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d10 + 3]]) slashing damage.

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

","chat":"","unidentified":""},"source":"MM","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":""},"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 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"dagger","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":1},"name":"Dagger","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dagger"},"plutonium":{"page":"monsterAction","source":"MM","hash":"dagger_lamia_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"acS1jp7EJnBUZBD1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Spell Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

","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":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"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":"Intoxicating Touch","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/debuff-chains-ropes-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"intoxicating%20touch_lamia_mm_mm"}},"effects":[],"_id":"c7irKmEE0IdDhh64","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949199,"modifiedTime":1695376949199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Обет","type":"spell","system":{"description":{"value":"

Вы отдаёте магическую команду существу, видимому в пределах дистанции, заставляя его оказать некую услугу или наоборот, не совершать чего-либо. Если существо может вас понять, оно должно совершить спасбросок Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} на время действия заклинания. Пока существо очаровано вами, оно получает урон психической энергией [[/r 5d10]] каждый раз, когда действует, противореча Вашим инструкциям, но не чаще одного раза за день. Существо, не способное вас понять, не попадает под действие этого заклинания.

\n

Вы можете отдать любую команду, кроме той, что однозначно будет самоубийственной. Если вы отдадите такую команду, заклинание оканчивается.

\n

Вы можете окончить заклинание преждевременно, потратив на это действие. Снятие проклятья, Высшее восстановление и Исполнение желаний тоже оканчивают его.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го или 8-го уровня, его длительность составит 1 год. Если использовать ячейку 9-го уровня, заклинание длится, пока его не прекратят одним из упомянутых выше заклинаний.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"30","units":"day"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"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":[["5d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/hypnosis-mesmerism-eye.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Geas"},"plutonium":{"page":"spells.html","source":"PHB","hash":"geas_phb","propDroppable":"spell"}},"effects":[],"_id":"IVkkt9eF6JwB8jtP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949250,"modifiedTime":1695376949250,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"cT1mq3Ndu1ryZT0I","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949277,"modifiedTime":1695376949277,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":2,"school":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"4Q30DMHSV8sOFIAY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949298,"modifiedTime":1695376949298,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"range":{"value":0,"long":null,"units":"self"},"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":"wis","dc":null,"scaling":"cha"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"CTBK1ORydShMYQdG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949325,"modifiedTime":1695376949325,"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":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":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"rI7ZTSyjIfQ2EppP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949357,"modifiedTime":1695376949357,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"7cHsYzgCwrVRV7R9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376949404,"modifiedTime":1695376949404,"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.

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Innate Spellcasting.

The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

  • At will: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.7cHsYzgCwrVRV7R9] (any humanoid form), @UUID[Actor.4dFxhXEgcXXX3fxa.Item.gvxhAWa9fh4YbJn5]

  • 3/day each: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.cT1mq3Ndu1ryZT0I], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.4Q30DMHSV8sOFIAY], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.CTBK1ORydShMYQdG], @UUID[Actor.4dFxhXEgcXXX3fxa.Item.rI7ZTSyjIfQ2EppP]

  • 1/day: @UUID[Actor.4dFxhXEgcXXX3fxa.Item.IVkkt9eF6JwB8jtP]

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Разбойники рыщут бандами, возглавляемыми головорезами, ветеранами или заклинателями. Не все разбойники злы. Угнетения, засуха, болезни или голод могут подтолкнуть самых честных жителей на путь разбоя.

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Нагрудник и плечи этого доспеха изготовлены из кожи, вываренной в масле. Остальные части доспеха сделаны из более мягких и гибких материалов.

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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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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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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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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: 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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Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.

Camouflaged Lurkers.

Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.

When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.

Opportunistic Predators.

When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.

Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.

Haunting Moan.

Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.

Cloaker Conclaves.

Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.

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The cloaker makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 2d6 + 3]]) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is @condition[blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one creature. Hit: 7 ([[/r 1d8 + 3]]) slashing damage.

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Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become @condition[frightened] until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

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The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

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While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (@skill[Perception]) checks that rely on sight.

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Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

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

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Ranged Weapon Attack: [[/r 1d20+3]]{+3} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) piercing damage, or 5 ([[/r 1d8 + 1]]) piercing damage if used with two hands to make a melee attack.

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The warrior has advantage on an attack roll against a creature if at least one of the warrior'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_tribal%20warrior_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376996819,"modifiedTime":1695376996819,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Шкурный доспех","type":"equipment","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":12,"price":{"value":10,"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":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"hide","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/equipment/chest/vest-cloth-tattered-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hide Armor"},"plutonium":{"page":"items.html","source":"PHB","hash":"hide%20armor_phb"}},"effects":[],"_id":"BIfdzH3oCywzNnkc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376996819,"modifiedTime":1695376996819,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376996586,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":1400000,"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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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.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":3,"price":{"value":15,"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":[["1d8 + @mod","slashing"],["3d8","poison"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"ver":true},"proficient":1},"name":"Longsword","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"longsword_erinyes%20(rope%20of%20entanglement)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"d8g4x4wZiHcsJrOw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"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"],["3d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"wis"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"longbow","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":1},"name":"Longbow","type":"weapon","img":"icons/weapons/bows/longbow-leather-green.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longbow"},"plutonium":{"page":"monsterAction","source":"MM","hash":"longbow_erinyes%20(rope%20of%20entanglement)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"d1mKgyKcmrH1ozZa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376917075,"modifiedTime":1695376917075,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1eI5NqrmlSXhXOcf","name":"Hellish Weapons","type":"feat","system":{"description":{"value":"

The erinyes's weapon attacks are magical and deal an extra 13 ([[/r 3d8]]) poison damage on a hit (included in the attacks).

","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":[["3d8","poison"]],"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":"MM","hash":"hellish%20weapons_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":"fAjuNIvYXAOWgdLs","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The erinyes 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_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":"e7JQJSVBiYN4qui3","name":"Special Equipment","type":"feat","system":{"description":{"value":"

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":"Бурое желе/Ochre Jelly","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ochre%20jelly_mm"},"core":{}},"_id":"iVq3NHxPYioldAnj","img":"foundryvtt-static/tokens/ochre-jelly.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":45,"max":45,"temp":0,"tempmax":0,"formula":"6d10 + 12"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":10,"fly":0,"swim":0,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.

An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) bludgeoning damage plus 3 ([[/r 1d6]]) acid damage.

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When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

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Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off.

Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired.

[–]

The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy.

— Words of warning in the Manual of Clay Golems

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem makes two slam attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the @spell[greater restoration] spell or other magic.

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Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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Whenever the golem starts its turn with 60 hit points or fewer, roll a [[/r d6]]. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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The golem is immune to any spell or effect that would alter its form.

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

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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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","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,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/tooth-shark-brown-white.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shark%20telepathy_sahuagin%20priestess_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584571354,"modifiedTime":1705584771962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Сахуагин является заклинателем 6-го уровня. Ее базовой характеристикой является Мудрость (Сл спасброска от заклинания 12, +4 к попаданию атаками заклинаниями). У неё подготовлены следующие заклинания жреца:

","chat":"","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":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":"MM","hash":"spellcasting_sahuagin%20priestess_mm_mm"}},"effects":[],"_id":"j0oiZsRFpPHspyE6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705584572351,"modifiedTime":1705584856312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наставление/Guidance","type":"spell","system":{"description":{"value":"
\n
\n
Прикоснитесь к согласному существу. Пока длится
\n
заклинание, цель может один раз бросить [[/r d4]]  и добавить
\n
результат броска к любой проверке характеристики.
\n
Кость можно бросить либо до проверки, либо после.
\n
Затем заклинание прекращает действовать.
\n
\n
","chat":"","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":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.lzZcNflvJETmvSr4"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481612,"modifiedTime":1705584941157,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"EYig8nopdMziz4PP","sort":0},{"name":"Тавматургия/Thaumaturgy","type":"spell","system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","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/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Oo3bvF7kkbqYSkeA"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760487375,"modifiedTime":1705584942226,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"0nzuCw1s6rH0rFUE","sort":0},{"name":"Благословение/Bless","type":"spell","system":{"description":{"value":"
 
\n
\n
\n
Вы благословляете до трёх существ на ваш выбор в пределах дистанции. Пока длится заклинание, когда цель совершает бросок атаки или испытание, она может бросить [[/r d4]] и добавить к результату основного броска.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го.
\n
\n
 
\n
","chat":"","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":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":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":1705584943697,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uQ6nBdvbQqwjOc90","sort":0},{"name":"Направляющий луч/Guiding Bolt","type":"spell","system":{"description":{"value":"
\n
Вспышка света бьёт в выбранное вами существо в пределах дистанции. Совершите дистанционную атаку заклинанием по этой цели. При попадании цель получает [[/r 4d6]] лучистого урона, а следующий бросок атаки против этой цели до конца вашего следующего хода получает преимущество благодаря тусклому мистическому свету, который исходит от неё.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 1-го.
\n
","chat":"","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":[["4d6","radiant"]],"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":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.3W4w7xIZKMPpbmBC"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760481637,"modifiedTime":1705584944680,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jtFloULqgYsm04Xw","sort":0},{"name":"Обнаружение магии/Detect Magic","type":"spell","system":{"description":{"value":"
\n

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

\n

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

\n
","chat":"","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":1705584945633,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"R9OPnOFqNNo0XYCQ","sort":0},{"name":"Призрачное оружие/Spiritual Weapon","type":"spell","system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
\n

В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

\n

Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"ft","type":"square","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["floor(@item.level / 2)d8 + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","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/weapons/swords/sword-winged-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.2C6V50Bb0D8xR0KL"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760486714,"modifiedTime":1705584946955,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"DBzJ4FZR8OfR83h4","sort":0},{"name":"Паралич гуманоида/Hold Person","type":"spell","system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

\n
 
\n
\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":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.IbCGIAnOi7OnqJOd"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760482103,"modifiedTime":1705584948409,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"8YEkTpKOBlgWNqp8","sort":0},{"name":"Массовое исцеляющее слово/Mass Healing Word","type":"spell","system":{"description":{"value":"

Вы произносите слова исцеления, и не более шести существ на ваш выбор, которых вы видите в пределах дистанции, восстанавливают ПЗ в количестве [[/r 1d4]] + модификатор вашей заклинательной характеристики. Заклинание не действует на нежить и конструкции.

\n

На высоких кругах.

\n

Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, исцеление увеличивается на [[/r 1d4]] за каждый круг ячейки выше 3-го.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":6,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":null,"actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","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":"level","formula":"1d4"}},"img":"icons/magic/life/heart-cross-strong-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"mass%20healing%20word_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.mtZ6NUytoM0OpCBq"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760483372,"modifiedTime":1705584951877,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"jiMfJjhV8WfInyqE","sort":0},{"name":"Полиглот/Tongues","type":"spell","system":{"description":{"value":"
\n

Это заклинание позволяет существу, которого вы коснулись, понимать устную речь на любых языках, которую оно слышит. Кроме того, когда цель говорит, любое существо, знающее хоть один язык и способное слышать цель, понимает речь цели.

\n
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Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.

Hearts of Ice.

Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.

Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate.

Reavers of the Storm.

The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.

Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.

Rulers by Might.

Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.

When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides.

Make War, Not Goods.

Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option.

Weighted Net.

Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Source: SKT, page 246
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The giant makes two greataxe attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 25 ([[/r 3d12 + 6]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+9]]{+9} to hit, range 60/240 ft., one target. Hit: 28 ([[/r 4d10 + 6]]) bludgeoning damage.

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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:

  • 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.
  • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
  • 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.

Regional Effects[–]

The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:

  • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the @spell[control weather] spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are @condition[charmed] by the kraken and aggressive toward intruders in the area.

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.
\n\t\t\t
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.BPBposunOYo92OAx]{Tentacle Attack or Fling}
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.2qBanmh0IEWg1Zlr]{Lightning Storm}
  • @UUID[Actor.wkbzdN1ZGf1LyRCP.Item.BBB2rhkVj4sduxet]{Ink Cloud}
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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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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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Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.

Transformed Merfolk.

Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea.

Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.

Coastal Bullies.

Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.

Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.

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The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 9 ([[/r 2d4 + 4]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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The merrow can breathe air and water.

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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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The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one creature. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one creature. Hit: 11 ([[/r 2d6 + 4]]) piercing damage. 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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Рои — это не просто обычные скопления крошечных существ. Они формируются в результате какого-то зловещего или нездорового воздействия. Вампир может призывать рои летучих мышей или крыс из темнейших уголков ночи, а одно лишь присутствие лорд-мумии может заставить скарабеев массово выкопаться из песчаных глубин ее гробницы. У карги может быть способность использовать рой воронов против своих врагов, а за отродьем юань-ти может по пятам ползти несколько роев ядовитых змей. Даже друиды не могут успокоить такие рои, а их агрессивность практически противоестественна.

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Рукопашная атака оружием: +4 к попаданию, досягаемость 0 футов, одно существо в пространстве роя.

Попадание: Колющий урон 5 (2к4), или колющий урон 2 (1к4), если у роя половина хитов или меньше.

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

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

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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 mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.

An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.

[–]

Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one and it clutched an iron sword, in the other, a feather whip. We should have turned back then.

— Mordenkainen the Archmage, chronicling his party's harrowing exploits in the dungeons below Maure Castle

Golems[–]

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.

To create a golem, one requires a @item[manual of golems]. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.

Elemental Spirit in Material Form.

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.

After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.

A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.

A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.

Ageless Guardians.

Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.

Blind Obedience.

When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is @condition[incapacitated], it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature.

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

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The golem makes two melee attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 20 ([[/r 3d8 + 7]]) bludgeoning damage.

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The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 ([[/r 10d8]]) poison damage on a failed save, or half as much damage on a successful one.

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Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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The golem is immune to any spell or effect that would alter its form.

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

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The golem's weapon attacks are magical.

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

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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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  • @UUID[Actor.15a79DCqUcgeQU2e.Item.0o3OR1YjHCaEHldH]{Attack}
  • @UUID[Actor.15a79DCqUcgeQU2e.Item.32jimb9cmG5pz3Kn]{Move}
  • @UUID[Actor.15a79DCqUcgeQU2e.Item.rQimsdElebrPYpwy]{Chomp}
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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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The elemental makes two slam attacks.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage.

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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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If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

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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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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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This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.

Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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The devil makes two attacks with its chains.

","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_chain%20devil_mm_mm"}},"effects":[],"_id":"UJdMYvQ48tsfK1lM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage. The target is @condition[grappled] (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is @condition[restrained] and takes 7 ([[/r 2d6]]) piercing damage at the start of each of its turns.

","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":"1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","slashing"],["2d6","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":"Chain","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"chain_chain%20devil_mm_mm"}},"effects":[],"_id":"DTxv0JqvH6XWFwx4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Animate Chains","type":"feat","system":{"description":{"value":"

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is @condition[incapacitated] or dies.

","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":1,"max":"1","per":"sr","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/tools/fasteners/chain-hook-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"animate%20chains%20(recharges%20after%20a%20short%20or%20long%20rest)_chain%20devil_mm_mm"}},"effects":[],"_id":"s5A7vYeK4pNFAMeR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KQIhsB99eDeHqVM7","name":"Devil's Sight","type":"feat","system":{"description":{"value":"

Magical darkness doesn't impede the devil's darkvision.

","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/perception/eye-ringed-glow-angry-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"devil's%20sight_chain%20devil_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gDaf4I9vtWM410Xn","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

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_chain%20devil_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MMFxK7kOPtlrfKIJ","name":"Unnerving Mask","type":"feat","system":{"description":{"value":"

When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be @condition[frightened] until the end of its turn.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/equipment/head/helm-spangen-ridged.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"MM","hash":"unnerving%20mask_chain%20devil_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376898159,"modifiedTime":1695376898159,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376897945,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":17100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Аболет/Aboleth","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"aboleth_mm"},"core":{}},"_id":"RGJUF3FSG0dA4bG0","img":"foundryvtt-static/tokens/aboleth.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":135,"max":135,"temp":0,"tempmax":0,"formula":"18d10 + 36"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.

Eternal Memories.

Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.

Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.

Gods in the Lake.

Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.

Enemies of the Gods.

The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.

Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

[–]

Could it be that the aboleths are older than the gods... that before the divine ones came to be, such horrors shaped the multiverse? Now there's a chilling thought.

— Vaqir Zekh'r, githzerai philosopher and author of The Far Realm: Real Yet Unreal

An Aboleth's Lair[–]

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

Lair Actions[–]

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The aboleth casts @spell[phantasmal force] (no components required) on any number of creatures it can see within 60 feet of it. While maintaining @status[concentration] on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked @condition[prone]. The aboleth can't use this lair action again until it has used a different one.
  • Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 ([[/r 2d6]]) psychic damage. The aboleth can't use this lair action again until it has used a different one.

Regional Effects[–]

The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
  • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature @condition[charmed] by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains @status[concentration], as if @status[concentration||concentrating] on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.

If the aboleth dies, the first two effects fade over the course of [[/r 3d10]] days.

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The aboleth makes three tentacle attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by @spell[heal] or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ([[/r 1d12]]) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 15 ([[/r 3d6 + 5]]) bludgeoning damage.

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The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically @condition[charmed] by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The @condition[charmed] target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

Whenever the @condition[charmed] target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

","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":3,"max":"3","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":"wis","dc":14,"scaling":"wis"},"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":"enslave%20(3%2fday)_aboleth_mm_mm"}},"effects":[],"_id":"Wlm3xQOsWywPEMca","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"d6qp6o6BgPwIfXrs","name":"Amphibious","type":"feat","system":{"description":{"value":"

The aboleth can breathe air and water.

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While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for [[/r 1d4]] hours. The diseased creature can breathe only underwater.

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If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

","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-vortex-swirl-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"probing%20telepathy_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rZDZbjgWJC9x5DbP","name":"Detect","type":"feat","system":{"description":{"value":"

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

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The aboleth makes one 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/magic/air/air-wave-gust-smoke-yellow.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"tail%20swipe_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CzaYjH8dEuC09po","name":"Psychic Drain","type":"feat","system":{"description":{"value":"

One creature @condition[charmed] by the aboleth takes 10 ([[/r 3d6]]) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

","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":[["3d6","psychic"]],"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-spiral-teal-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"psychic%20drain_aboleth_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The aboleth 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 aboleth regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.rZDZbjgWJC9x5DbP]{Detect}
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.dwECKZYVbMgZuMkk]{Tail Swipe}
  • @UUID[Actor.RGJUF3FSG0dA4bG0.Item.6CzaYjH8dEuC09po]{Psychic Drain}
\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":"qxCoES8sMTssVAFQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The aboleth casts phantasmal force (no ...","type":"feat","system":{"description":{"value":"

The aboleth casts @spell[phantasmal force] (no components required) on any number of creatures it can see within 60 feet of it. While maintaining @status[concentration] on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.

","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%20aboleth%20casts%20phantasmal%20force%20(no%20..._aboleth_mm_mm"}},"effects":[],"_id":"8PV3h1bOScDzHY2i","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376864264,"modifiedTime":1695376864264,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water within 90 feet of the ...","type":"feat","system":{"description":{"value":"

Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked @condition[prone]. The aboleth can't use this lair action again until it has used a different one.

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Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 ([[/r 2d6]]) psychic damage. The aboleth can't use this lair action again until it has used a different one.

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The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

If the aboleth dies, the first two effects fade over the course of [[/r 3d10]] days.

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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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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.

","public":""},"alignment":"chaotic evil","race":"","type":{"value":"monstrosity","subtype":"","swarm":"","custom":""},"environment":"Underdark","cr":8,"spellLevel":10,"source":"MM"},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","poisoned"],"custom":""},"languages":{"value":["abyssal","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":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":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":3,"override":null},"spell4":{"value":3,"override":null},"spell5":{"value":2,"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":"Призрачная нага","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/spirit-naga.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":[{"system":{"description":{"value":"

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.

","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":[["1d6 + @mod","piercing"],["7d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"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":"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_spirit%20naga_mm_mm"}},"effects":[],"_id":"LiUCIga5kpkU64u7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376986832,"modifiedTime":1695376986832,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"s7gPjZVo1ykESeXW","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

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.

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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.

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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.

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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.

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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.

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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.

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Урон заклинания увеличивается на [[/r 1d8]] , когда вы достигаете 5-го ([[/r 2d8]] ), 11-го ([[/r 3d8]] ) и 17-го уровня ([[/r 4d8]] ).

","chat":"","unidentified":""},"source":"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.

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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.

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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.

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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}).

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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.

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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.

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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.

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

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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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":0,"long":null,"units":""},"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":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lightning Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"abOZSTlTxRs3nDCO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987082,"modifiedTime":1695376987082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подводное дыхание","type":"spell","system":{"description":{"value":"

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.

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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.

","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":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/projectile-skull-flaming-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Person"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20person_phb","propDroppable":"spell"}},"effects":[],"_id":"6iudCzYeciznRa2O","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987222,"modifiedTime":1695376987222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • Cantrips (at will): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.keGVIjXn1gYHXUy2], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.ScxLgIxuwVaSja4B], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.KBriUaLQA3GUItYS]

  • 1st level (4 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.qXDpaEuVRc7Z3mZF], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.mZHqaJEWVUwL06sj], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.kex8xT14fstSCNmn]

  • 2nd level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.uiExiRBkSN63wObz], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.MrcLAWqbKZMM6xSe]

  • 3rd level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.abOZSTlTxRs3nDCO], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.eWGfsFUUIR8WfyKj]

  • 4th level (3 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.fcShXakK3cWWkqEa], @UUID[Actor.ysGJ4rgxtGVoj2To.Item.GUOlzvs2P0VxzjrW]

  • 5th level (2 slots): @UUID[Actor.ysGJ4rgxtGVoj2To.Item.6iudCzYeciznRa2O]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_spirit%20naga_mm_mm"}},"effects":[],"_id":"YTTHGHw182P3DOEG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987259,"modifiedTime":1695376987259,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376986547,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":32000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Стая пауков/Swarm of Spiders","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"swarm%20of%20spiders_mm"},"core":{}},"_id":"g2vjaLh6ViSjYfb9","img":"foundryvtt-static/tokens/swarm-of-spiders.webp","system":{"abilities":{"str":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":22,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":10,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.

Unfinished Business.

A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

Ghostly Manifestations.

Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 17 ([[/r 4d6 + 3]]) necrotic damage.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be @condition[frightened] for 1 minute. If the save fails by 5 or more, the target also ages [[/r 1d4 * 10]]{1d4 × 10} years. A @condition[frightened] target can repeat the saving throw at the end of each of its turns, ending the @condition[frightened] condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a @spell[greater restoration] spell, but only within 24 hours of it occurring.

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One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is @condition[incapacitated] and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being @condition[charmed] and @condition[frightened]. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the @spell[dispel evil and good] spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

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The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

","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/unholy/orb-beam-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"ethereal%20sight_ghost_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376921554,"modifiedTime":1695376921554,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1A2gPEsBuHQMfGI9","name":"Incorporeal Movement","type":"feat","system":{"description":{"value":"

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

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A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.

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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While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

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When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for [[/r 1d4]] of the shrieker's turns afterward.

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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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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.p7k1rS3BWUrQKyyS]{Ослеплена/Blinded} и @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{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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Существо может дышать и воздухом и под водой.

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Жаба 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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Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.

Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.

Soulmongers.

While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with @sense[truesight] can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the \"Night Hag Items\" sidebar) for transport to Hades.

Covens.

A night hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 7 (2,900 XP).

Night Hag Items

[–]

A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone.

This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag.

When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

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:

  • 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.
  • 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.

A powerful night hag might have the following additional lair actions:

  • One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes [[/r 1d6]] bludgeoning damage for every 10 feet moved or fallen.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Shadows seem abnormally gaunt and sometimes move on their own as though alive.
  • Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.
  • Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear.

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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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

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The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

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While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A @spell[protection from evil and good] spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ([[/r 1d10]]). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the @spell[greater restoration] spell or similar magic.

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

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A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

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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.

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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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One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

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The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes [[/r 1d6]] bludgeoning damage for every 10 feet moved or fallen.

","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":[["1d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"str"},"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%20targets%20up%20to%20three%20creatures%20that%20..._night%20hag_mm_mm"}},"effects":[],"_id":"uCAp2q694PFqFNSw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"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 night 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_night%20hag_mm_mm"}},"effects":[],"_id":"0vuHkntFJvjSXQuq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961466,"modifiedTime":1695376961466,"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":2,"max":"2","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":"MQtdRXP0uXUM0Y3p","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961525,"modifiedTime":1695376961525,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Луч слабости","type":"spell","system":{"description":{"value":"

Чёрный луч вылетает из Вашего пальца к существу, находящемуся в пределах дистанции. Совершите по цели дальнобойную атаку заклинанием. При попадании цель до конца действия заклинания причиняет только половину урона атаками оружием, использующими Силу.

\n

В конце каждого своего хода цель может совершать спасбросок Телосложения от этого заклинания. При успехе заклинание оканчивается.

","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":2,"max":"2","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":2,"school":"nec","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/creatures/magical/humanoid-silhouette-glowing-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Ray of Enfeeblement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"ray%20of%20enfeeblement_phb","propDroppable":"spell"}},"effects":[],"_id":"qNFFZfUTC5mWvRSa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961551,"modifiedTime":1695376961551,"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":2,"max":"2","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"innate","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":"QVxMh6Uyc2yEya7h","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961582,"modifiedTime":1695376961582,"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":"WuQdWZ5BoGVBAnmP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961617,"modifiedTime":1695376961617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","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":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"ZOvAZ1tJtm2Wpjcl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961640,"modifiedTime":1695376961640,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The hag's innate spellcasting ability is Charisma (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.w3t7Xb91vFoGQswj.Item.WuQdWZ5BoGVBAnmP], @UUID[Actor.w3t7Xb91vFoGQswj.Item.ZOvAZ1tJtm2Wpjcl]

  • 2/day each: @UUID[Actor.w3t7Xb91vFoGQswj.Item.MQtdRXP0uXUM0Y3p] (self only), @UUID[Actor.w3t7Xb91vFoGQswj.Item.qNFFZfUTC5mWvRSa], @UUID[Actor.w3t7Xb91vFoGQswj.Item.QVxMh6Uyc2yEya7h]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_night%20hag_mm_mm"}},"effects":[],"_id":"YdvIIKKadwjRjGSw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376961681,"modifiedTime":1695376961681,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376961212,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":30200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Грифон/Griffon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"griffon_mm"},"core":{}},"_id":"wcMmZ0Lxw46TkSz9","img":"foundryvtt-static/tokens/griffon.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":2,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":59,"max":59,"temp":0,"tempmax":0,"formula":"7d10 + 21"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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.

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The griffon makes two attacks: one with its beak and one with its claws.

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

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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+4]]{+4} to hit, reach 5 ft., one target in the swarm's space. Hit: 7 ([[/r 2d6]]) piercing damage

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target in the swarm's space. Hit: 3 ([[/r 1d6]]) 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 raven. The swarm can't regain hit points or gain temporary hit points.

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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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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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The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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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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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 20 ([[/r 3d8 + 7]]) bludgeoning damage.

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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.

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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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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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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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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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The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle.

With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.

A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.

[–]

Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the charisma and the courage to put an end to the turmoil and suffering. You could be that someone!

— Herobaal, the Pit Fiend

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 5 ft., one target. Hit: 22 ([[/r 4d6 + 8]]) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become @condition[poisoned]. While @condition[poisoned] in this way, the target can't regain hit points, and it takes 21 ([[/r 6d6]]) poison damage at the start of each of its turns. The @condition[poisoned] 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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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) bludgeoning damage plus 21 ([[/r 6d6]]) fire damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 24 ([[/r 3d10 + 8]]) bludgeoning 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":[["3d10 + @mod","bludgeoning"]],"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},"proficient":1},"name":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_pit%20fiend_mm_mm"}},"effects":[],"_id":"lfSQEGDvaqiQM40H","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CAZONRH3lpv2FJ0m","name":"Fear Aura","type":"feat","system":{"description":{"value":"

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is @condition[incapacitated]. On a failed save, the creature is @condition[frightened] until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

","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":"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-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"fear%20aura_pit%20fiend_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5HxRU9DwL3iOAN7V","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The pit fiend 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_pit%20fiend_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969232,"modifiedTime":1695376969232,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"TVh7Z5Lt0yRM8YkR","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The pit fiend's weapon attacks are magical.

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

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, то можете выбрать целью одно дополнительное существо за каждый уровень ячейки выше 5-го. Все эти существа должны быть 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":90,"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":"wis","dc":null,"scaling":"cha"},"level":5,"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":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/misc/pet-collar-spiked-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hold Monster"},"plutonium":{"page":"spells.html","source":"PHB","hash":"hold%20monster_phb","propDroppable":"spell"}},"effects":[],"_id":"3zD0YZX6yRgltSWz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969283,"modifiedTime":1695376969283,"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.

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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.

","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":"UDIQYvHL9jqH0lRN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969341,"modifiedTime":1695376969341,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный шар","type":"spell","system":{"description":{"value":"

Яркий луч вылетает из Вашего указательного пальца в точку, выбранную вами в пределах дистанции, где и происходит взрыв пламени с гулким рёвом. Все существа в пределах сферы с радиусом 20 футов с центром в этой точке должны совершить спасбросок Ловкости. Цель получает урон огнём [[/r 8d6]] при провале или половину этого урона при успехе. Этот огонь огибает углы. Он воспламеняет горючие предметы, 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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Innate Spellcasting.

The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.USKmGrLpQ9I3b4YB.Item.UDIQYvHL9jqH0lRN], @UUID[Actor.USKmGrLpQ9I3b4YB.Item.QDrMhVSrDJfgxkI8]

  • 3/day each: @UUID[Actor.USKmGrLpQ9I3b4YB.Item.3zD0YZX6yRgltSWz], @UUID[Actor.USKmGrLpQ9I3b4YB.Item.00osyzAjrg9KyCE9]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_pit%20fiend_mm_mm"}},"effects":[],"_id":"K9AaJF3oFDlNTMnT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376969407,"modifiedTime":1695376969407,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376968878,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Мара/Nightmare","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"nightmare_mm"},"core":{}},"_id":"SABWJlo6aOUh0XHa","img":"foundryvtt-static/tokens/nightmare.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":68,"max":68,"temp":0,"tempmax":0,"formula":"8d10 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":90,"swim":0,"walk":60,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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 nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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

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Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one creature. Hit: 14 ([[/r 4d6]]) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.

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When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the @condition[frightened] condition are immune to this trait.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"quantity":1,"weight":55,"price":{"value":75,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"","prompt":true},"range":{"value":0,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":"","amount":null,"scale":false},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainmail","speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":1},"img":"icons/commodities/metal/mail-chain-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"chain%20mail_phb"}},"effects":[],"_id":"n0HESOGFTsZMLDCV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574996121,"modifiedTime":1705574996121,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Guidance","type":"spell","system":{"description":{"value":"

You touch one willing creature. Once before the spell ends, the target can roll a [[/r d4]] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

","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":"touch","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":0,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/ranged/arrow-flying-ornate-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guidance_phb","propDroppable":"spell"}},"effects":[],"_id":"rsMhtY0jeg6A0yzy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997015,"modifiedTime":1705574997015,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Sacred Flame","type":"spell","system":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take [[/r 1d8]] radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by [[/r 1d8]] when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).

","chat":"","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":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"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":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"}},"effects":[],"_id":"GrSI0AYIv6P5mdSA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997038,"modifiedTime":1705574997038,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Thaumaturgy","type":"spell","system":{"description":{"value":"

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"","type":"","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/targeting/crosshair-triple-strike-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"}},"effects":[],"_id":"1Smzixe8KOoJnsuo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997072,"modifiedTime":1705574997072,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Bane","type":"spell","system":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a [[/r d4]] and subtract the number rolled from the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","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":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/skull-horned-white-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"bane_phb","propDroppable":"spell"}},"effects":[{"_id":"potjmpJPeUA1U4oe","flags":{"plutonium":{"dedupeId":"bane"}},"changes":[{"key":"system.bonuses.abilities.save","value":"-1d4","mode":2,"priority":null},{"key":"system.bonuses.mwak.attack","value":"-1d4","mode":2,"priority":null},{"key":"system.bonuses.msak.attack","value":"-1d4","mode":2,"priority":null},{"key":"system.bonuses.rsak.attack","value":"-1d4","mode":2,"priority":null},{"key":"system.bonuses.rwak.attack","value":"-1d4","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/magic/death/skull-horned-white-purple.webp","origin":"Item.KkaQm4OQJxc6z3to","tint":null,"transfer":false,"name":"Bane","description":"","statuses":[]}],"_id":"IcXrG06rW0nIxdnl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997113,"modifiedTime":1705574997113,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Bless","type":"spell","system":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a [[/r d4]] and add the number rolled to the attack roll or saving throw.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to [[/r 1d8]] + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [[/r 1d8]] for each slot level above 1st.

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A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 4d6]] radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.

","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":"cha","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","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":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/projectile-fireball-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"guiding%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"SOAakvfpgjMsFg4z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997227,"modifiedTime":1705574997227,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Blindness/Deafness","type":"spell","system":{"description":{"value":"

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @condition[blinded] or @condition[deafened] (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be @condition[paralyzed] for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @condition[deafened] while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a [[/r 1d100]]{5 percent} chance that the message doesn't arrive.

","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":"spec","type":"creature","prompt":true},"range":{"value":0,"long":null,"units":"spec"},"uses":{"value":null,"max":"","per":null,"recovery":"","prompt":true},"consume":{"type":"","target":null,"amount":null,"scale":false},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a short piece of fine copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/scrolls/scroll-writing-tan-grey.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sending_phb","propDroppable":"spell"}},"effects":[],"_id":"BqNcQ53KfKuV8IMT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997447,"modifiedTime":1705574997447,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spirit Guardians","type":"spell","system":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes [[/r 3d8]] radiant damage (if you are good or neutral) or [[/r 3d8]] necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by [[/r 1d8]] for each slot level above 3rd.

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Spellcasting.

The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, [[/r 1d20+7]]{+7} to hit with spell attacks). It has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.rsMhtY0jeg6A0yzy], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.GrSI0AYIv6P5mdSA], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.1Smzixe8KOoJnsuo]

  • 1st level (4 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.IcXrG06rW0nIxdnl], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.POMSHkA4FKNRslCX], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.QzzdxBzDPM39t2Sg], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.SOAakvfpgjMsFg4z] (see \"Actions\" below)

  • 2nd level (3 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.YDehMSH9hetYS58v], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.UqILGcmCjdeP6NhP], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.inQU9FlZqddk3X5P]

  • 3rd level (2 slots): @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.BqNcQ53KfKuV8IMT], @UUID[Actor.9Dv3xSuKlbtfFlZb.Item.UlDdN3kzBWxMMxyA]

","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":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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_black%20gauntlet%20of%20bane_bgdia_bgdia"}},"effects":[],"_id":"4QLkFYB1OuOPmfWc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574997538,"modifiedTime":1705574997538,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574994360,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Кабан-оборотень/Wereboar","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"wereboar_mm"},"core":{}},"_id":"dm63NrnRphP2Cwvg","img":"foundryvtt-static/tokens/wereboar.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":78,"max":78,"temp":0,"tempmax":0,"formula":"12d8 + 24"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.

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 wereboar makes two attacks, only one of which can be with its tusks.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ([[/r 2d6]]) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked @condition[prone].

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":{"value":0.1,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"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,"ada":false,"mgc":false,"sil":false},"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/club.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"club_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_1enkwcwbvf5","path":"Оружие#/CF_SEP/Простое#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.6KO88ue7ag66BbBK"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491758699,"modifiedTime":1695402372125,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"rEn0hyLYthFrbx6F","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376900936,"modifiedTime":1705585086512,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":26900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Imp Familiar

[–]

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.

Familiar.

The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

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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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A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.

Summoned Pyromaniacs.

Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.

Fiery Destruction.

Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane.

If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d6]]) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 ([[/r 1d6]]) fire damage at the end of each of its turns.

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When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 ([[/r 2d6]]) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

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As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble's statistics can also be used to represent courtiers who aren't of noble birth.

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

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Этот доспех состоит из подогнанного металлического панциря, носимого с подкладкой из кожи. Несмотря на то, что руки и ноги остаются практически без защиты, этот доспех хорошо защищает жизненно важные органы, оставляя владельцу относительную подвижность.
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Этот доспех состоит из подогнанного металлического панциря, носимого с подкладкой из кожи. Несмотря на то, что руки и ноги остаются практически без защиты, этот доспех хорошо защищает жизненно важные органы, оставляя владельцу относительную подвижность.
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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 21 ([[/r 5d6 + 4]]) piercing damage.

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

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The whale can hold its breath for 30 minutes.

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Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.

Fire Forged.

Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.

Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.

Martial Experts.

From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.

The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.

Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.

Feudal Lords.

Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.

Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.

Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.

Skilled Artisans.

Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.

Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p245[–]

Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits.

Siege Monster.

The giant deals double damage to objects and structures.

Tackle.

When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.

Source: SKT, page 245
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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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The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.

Ravenous Hunters.

Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.

Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance.

Boons of the Worm.

When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.

A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 22 ([[/r 3d8 + 9]]) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is @condition[blinded] and @condition[restrained], it has total cover against attacks and other effects outside the worm, and it takes 21 ([[/r 6d6]]) acid damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 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 worm. If the worm dies, a swallowed creature is no longer @condition[restrained] by it and can escape from the corpse by using 20 feet of movement, exiting @condition[prone].

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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.

","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":[["1d6 + @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_constrictor%20snake_mm_mm"}},"effects":[],"_id":"On2Rd3SeKkIeyoM5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901157,"modifiedTime":1695376901157,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d8 + 2]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 14). Until this grapple ends, the creature is @condition[restrained], and the snake can't constrict another target.

","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":[["1d8 + @mod","bludgeoning"]],"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":"Constrict","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/hurn-curved-yellow.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"constrict_constrictor%20snake_mm_mm"}},"effects":[],"_id":"OVkJK30ENzbolUGr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901157,"modifiedTime":1695376901157,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376901106,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":32200000,"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:

  • 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.
  • 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.
  • 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.
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:

  • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 ([[/r 1d6]]) piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.

  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
  • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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":20,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"7JxtqDgCbB3SyAJ6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

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_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"uti2UZQGloJlJi6x","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Poison Breath","type":"feat","system":{"description":{"value":"

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.

","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":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["22d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"poison%20breath%20%7b%40recharge%205%7d_ancient%20green%20dragon_mm_mm"}},"effects":[],"_id":"aCLkUahO2Z4kGIAg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dw3dUaNUKJM9Jm9b","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qDhs5vYt0rzXlvI6","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"oaA4gBEX1EbWh1dm","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Bpfj3sM0YCcyYjBx","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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"psk3MnrpIspRiVjj","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 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.

","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":23,"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%20green%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"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
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.oaA4gBEX1EbWh1dm]{Detect}
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.Bpfj3sM0YCcyYjBx]{Tail Attack}
  • @UUID[Actor.rxDI638yZs2QAFx7.Item.psk3MnrpIspRiVjj]{Wing Attack}
\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":"ATbxg0A3tg0snzCP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376880331,"modifiedTime":1695376880331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping roots and vines erupt in a 20-foot ...","type":"feat","system":{"description":{"value":"

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:

  • 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.

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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 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":"2","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","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_rat_mm_mm"}},"effects":[],"_id":"wBKirksiOvz7Ingd","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376975325,"modifiedTime":1695376975325,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"KxWppWNWFQI1PypG","name":"Keen Smell","type":"feat","system":{"description":{"value":"

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

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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.

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The dragon uses one of the following breath weapons: @UUID[Actor.EZ9kTP4ZzW09OvKn.Item.RxFLlm2dhFvD7ACc]{Lightning Breath} or @UUID[Actor.EZ9kTP4ZzW09OvKn.Item.3RDM5VYvX4XklZFu]{Repulsion Breath}

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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.

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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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Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked @condition[prone].

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Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.

A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.

Dragons of the Deep.

Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.

Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.

Mercenary Monsters.

A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements.

Elemental Might.

Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.

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The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 15 ft., one target. Hit: 26 ([[/r 3d12 + 7]]) 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":15,"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":[["3d12 + @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_dragon%20turtle_mm_mm"}},"effects":[],"_id":"QVoqqztGsTvus1b0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908786,"modifiedTime":1695376908786,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) 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":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":[["2d8 + @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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_dragon%20turtle_mm_mm"}},"effects":[],"_id":"85jmkcmDjsKbwZZe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908786,"modifiedTime":1695376908786,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 15 ft., one target. Hit: 26 ([[/r 3d12 + 7]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked @condition[prone].

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The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"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":[["15d6","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"steam%20breath%20%7b%40recharge%205%7d_dragon%20turtle_mm_mm"}},"effects":[],"_id":"o4ETwGuVSeTOQLp2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908786,"modifiedTime":1695376908786,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"CpQeInGIAffi7oI4","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon turtle can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_dragon%20turtle_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376908786,"modifiedTime":1695376908786,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376908472,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Морская карга/Sea Hag","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"sea%20hag_mm"},"core":{}},"_id":"ucYtdIj1n55qiqFZ","img":"foundryvtt-static/tokens/sea-hag.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":14,"calc":"natural","formula":""},"hp":{"value":52,"max":52,"temp":0,"tempmax":0,"formula":"7d8 + 21"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.

Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.

Ugly Inside and Out.

Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.

Covens.

A sea hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 4 (1,100 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:

  • 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.
  • 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.

A powerful sea hag might have the following additional lair actions:

  • The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.
  • The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the @spell[simulacrum] spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.
  • Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.
  • Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice.

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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The hag targets one @condition[frightened] creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag can breathe air and water.

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Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is @condition[frightened] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag 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 hag's Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

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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.

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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 fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.

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The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the @spell[simulacrum] spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.

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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 sea hag creates one or more of the following additional regional effects within 1 mile of her lair:

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) bludgeoning 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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Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.

A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.

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: Quasit Familiar

[–]

Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.

Familiar.

The quasit can 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 quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 ([[/r 2d4]]) poison damage and become @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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One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be @condition[frightened] for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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The quasit magically turns @condition[invisible] until it attacks or uses Scare, or until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the quasit wears or carries is @condition[invisible] with it.

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The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

","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_quasit_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973826,"modifiedTime":1695376973826,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"lkV2dflITUZX4nni","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The quasit 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_quasit_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376973826,"modifiedTime":1695376973826,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376973585,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":1300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Эттеркап/Ettercap","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ettercap_mm"},"core":{}},"_id":"df8Pi9Jgmc2Fx4Ox","img":"foundryvtt-static/tokens/ettercap.webp","system":{"abilities":{"str":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":7,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":13,"calc":"natural","formula":""},"hp":{"value":44,"max":44,"temp":0,"tempmax":0,"formula":"8d8 + 8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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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Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

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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.

\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":"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.

\n

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.

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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:

  • Cantrips (at will): @UUID[Actor.gF9lEjMYCJuFTWow.Item.Hvv3GtrLM3ZM9W6P], @UUID[Actor.gF9lEjMYCJuFTWow.Item.IGCX11ggxe2dKCfo], @UUID[Actor.gF9lEjMYCJuFTWow.Item.343uxGmIWH7E1XGp]

  • 1st level (4 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.ieH7tJk5Ys7F8p3f], @UUID[Actor.gF9lEjMYCJuFTWow.Item.9fWnzninmBwlLslf], @UUID[Actor.gF9lEjMYCJuFTWow.Item.ngYGUq91Yvw1joAa]

  • 2nd level (3 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.qcHCti6koud0DReX], @UUID[Actor.gF9lEjMYCJuFTWow.Item.QfBvbaid5OWh7GGk]

  • 3rd level (2 slots): @UUID[Actor.gF9lEjMYCJuFTWow.Item.iuNy2opcWav7vkie], @UUID[Actor.gF9lEjMYCJuFTWow.Item.jg7F3Vpp42CD4WYs]

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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 mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 10 ft., one target. Hit: 25 ([[/r 4d8 + 7]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one @condition[prone] creature. Hit: 29 ([[/r 4d10 + 7]]) bludgeoning damage.

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If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the mammoth can make one stomp attack against it as a bonus action.

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Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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Консул совершает одну атаку копьём и может использовать Командирский голос.

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Железный консул выбирает до двух союзников в пределах 90 футов, которые могут слышать его приказы. Каждый из них может немедленно использовать реакцию, чтобы совершить одну рукопашную атаку.

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

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Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. В комплект входят рукавицы.
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Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. В комплект входят рукавицы.
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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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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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A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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The dog makes two bite attacks.

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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. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become @condition[poisoned] until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 ([[/r 1d10]]) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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The dog has advantage on Wisdom (@skill[Perception]) checks and on saving throws against being @condition[blinded], @condition[charmed], @condition[deafened], @condition[frightened], @condition[stunned], or knocked @condition[unconscious].

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Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Gruumsh One-Eye.

Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.

Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.

Tribes like Plagues.

Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.

Ranging Scavengers.

Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.

When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.

On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.

Leadership and Might.

Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.

Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.

Orc Crossbreeds.

Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.

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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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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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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":"
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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]]).

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

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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.

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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.
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Пламя поджигает все горючие предметы в области действия, кроме тех, что носят или держат.
\n
 
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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.

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

\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"radius","prompt":true},"range":{"value":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
 
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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.

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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.

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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
 
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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
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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.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, урон увеличивается на [[/r 1d6]] за каждый круг ячейки выше 3-го.
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The peacock has advantage on Wisdom (@skill[Perception]) checks that rely on sight or smell.

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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].

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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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","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.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 30 футов друг от друга в момент сотворения.
\n
","chat":"","unidentified":""},"source":{"custom":"PHB"},"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature","prompt":true},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":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
","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":1,"school":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.REib9xQTtuazO1gA"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695760479514,"modifiedTime":1705576750441,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Mel3LnjvQWABCvME","sort":0},{"name":"Убежище/Sanctuary","type":"spell","system":{"description":{"value":"
\n

Вы защищаете существо в пределах дистанции от атак. Пока длится заклинание, любое существо, прежде чем выбрать защищённое существо целью атаки или вредоносного заклинания, должно пройти испытание Мудрости. При провале оно должно выбрать другую цель или потерять свою атаку или заклинание. Это заклинание не защищает существо от эффектов с областью действия, например от взрыва  @Compendium[laaru-dnd5-hw.zaklinaniya.j2cNLHZYnbKl46gZ]{огненного шара}. Если защищённое существо совершает атаку, творит заклинание, действующее на врага, или наносит урон другому существу, это заклинание прекращает действовать.

\n
\n
\n
 
\n
","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.

","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":1705744049097,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Взрослый латунный дракон/Adult Brass Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20brass%20dragon_mm"},"core":{}},"_id":"liUFzVJ4aT02v5un","img":"foundryvtt-static/tokens/adult-brass-dragon.webp","system":{"abilities":{"str":{"value":23,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"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":172,"max":172,"temp":0,"tempmax":0,"formula":"15d12 + 75"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":40,"climb":0,"fly":80,"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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.
  • 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 it 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.
Additional Lair Actions.

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

  • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

  • Blast of Wind. A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

  • Obscuring Sand. Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

Regional Effects[–]

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

  • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (@skill[Investigation]) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 4th. 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 three spells, once per day each, requiring no material components. Each spell's level can be no higher than 4th. 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 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.

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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 16 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":16,"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%20brass%20dragon_mm_mm"}},"effects":[],"_id":"RqyrAPpweIUwVYG2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3Z5oMkQ2iXOTHFK4","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.liUFzVJ4aT02v5un.Item.NQC6segaWn8YpKDZ]{Fire Breath} or @UUID[Actor.liUFzVJ4aT02v5un.Item.omyLZuBtAPreAVzy]{Sleep 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_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"NQC6segaWn8YpKDZ","name":"Breath Weapons: Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 ([[/r 13d6]]) 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":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3Z5oMkQ2iXOTHFK4","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["13d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"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%20fire%20breath_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"omyLZuBtAPreAVzy","name":"Breath Weapons: Sleep Breath","type":"feat","system":{"description":{"value":"

The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall @condition[unconscious] for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3Z5oMkQ2iXOTHFK4","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20sleep%20breath_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"z0RKoHQcu7b1ConZ","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2b1hEbYvO57l56L2","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_adult%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BnEXX2WzYGYanS6h","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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"aMdNMwY2zOihecLs","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20brass%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376872520,"modifiedTime":1695376872520,"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
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.2b1hEbYvO57l56L2]{Detect}
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.BnEXX2WzYGYanS6h]{Tail Attack}
  • @UUID[Actor.liUFzVJ4aT02v5un.Item.aMdNMwY2zOihecLs]{Wing Attack}
\n\t\t
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A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked @condition[prone]. 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.

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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 it 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.

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The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 ([[/r 3d6]]) bludgeoning damage on a hit.

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A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked @condition[prone]. 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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon @condition[prone].

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Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

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

If the dragon dies, the tracks fade in [[/r 1d10]] days, but the other effects fade immediately.

Additional Regional Effects.

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

  • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master's Guide).

  • Talkative Denizens. Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

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Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one creature. Hit: 4 ([[/r 1d6 + 1]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 ([[/r 2d6]]) 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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The spider 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 spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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

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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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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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

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

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The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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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.

Steam Mephit[–]

Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits.

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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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ([[/r 1d8]]) fire damage on a failed save, or half as much damage on a successful one.

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Ваше тело становится размытым и колышущимся для всех, кто видит вас. Пока заклинание активно, все существа совершают по вам броски атаки с помехой. Атакующий получает иммунитет к этому эффекту, если полагается не на зрение, а, например, на @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#blindsight]{Слепое зрение}) или может видеть сквозь иллюзии, например, с помощью (@UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Истинного зрения}).

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Innate Spellcasting (1/Day).

The mephit can innately cast @UUID[Actor.015fFYXckFYWwYJO.Item.csrUhdJJC9gU7kLS], requiring no material components. Its innate spellcasting ability is Charisma.

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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.

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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.

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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 @condition[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 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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The ettercap ignores movement restrictions caused by webbing.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) bludgeoning 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":[["1d4 + @mod","bludgeoning"]],"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":0},"name":"Hooves","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/hooves-cloven-brown.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hooves_mule_mm_mm"}},"effects":[],"_id":"gFOCUfSzsrDPtxGD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959055,"modifiedTime":1695376959055,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"v8VNOj1MSBOSnWJy","name":"Beast of Burden","type":"feat","system":{"description":{"value":"

The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

","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/tools/smithing/horseshoe-steel-grey.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"beast%20of%20burden_mule_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959055,"modifiedTime":1695376959055,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vl9Racmgcqqog67R","name":"Sure-Footed","type":"feat","system":{"description":{"value":"

The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it @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":"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/wolf-paw-glow-teal-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sure-footed_mule_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376959055,"modifiedTime":1695376959055,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376958873,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":12900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Древний серебряный дракон/Ancient Silver Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20silver%20dragon_mm"},"core":{}},"_id":"8GGu89duKlIW6LVG","img":"foundryvtt-static/tokens/ancient-silver-dragon.webp","system":{"abilities":{"str":{"value":30,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":29,"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":23,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":22,"calc":"natural","formula":""},"hp":{"value":487,"max":487,"temp":0,"tempmax":0,"formula":"25d20 + 225"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"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":"

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:

  • 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.
  • 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.
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.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

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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.

","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":[],"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%20paralyzing%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"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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.

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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 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.

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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
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.G6jMF0U9rrZ8YHBp]{Detect}
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.8slx3fkzLUCBTif8]{Tail Attack}
  • @UUID[Actor.8GGu89duKlIW6LVG.Item.IpTEWd752Dzs3LZd]{Wing Attack}
\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.

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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.

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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.

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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.

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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

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The crab can breathe air and water.

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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 5 ft., one target. Hit: 22 ([[/r 4d8 + 4]]) piercing damage.

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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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The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.

Invisible Tricksters.

The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\"

Friendly and Bright.

A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.

The Colors of Age.

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.

Dragon ColorAge Range
Red5 years or less
Orange6–10 years
Yellow11–20 years
Green21–30 years
Blue31–40 years
Indigo41–50 years
Violet51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

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The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a [[/r d6]] at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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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.

","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":"the%20colors%20of%20age_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"h8KC1GFhbBhzpb6K","name":"Superior Invisibility","type":"feat","system":{"description":{"value":"

As a bonus action, the dragon can magically turn @condition[invisible] until its @status[concentration] ends (as if @status[concentration||concentrating] on a spell). Any equipment the dragon wears or carries is @condition[invisible] with it.

","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":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/fog-gas-smoke-blue-gray.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"superior%20invisibility_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"63SHM6lg64A0e3KJ","name":"Limited Telepathy","type":"feat","system":{"description":{"value":"

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

","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/control/energy-stream-link-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20telepathy_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"EqHoOs9W8kMPx5NF","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The faerie dragon 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_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064050,"modifiedTime":1695396064050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сверкающие брызги","type":"spell","system":{"description":{"value":"

Из Вашей руки вылетают яркие разноцветные лучи. Бросьте [[/r 6d10]]; результат покажет, сколько хитов существ попадает под эффект. Существа в 15-футовом конусе, исходящем от вас, попадают под эффект в порядке увеличения текущих хитов (игнорируя тех, кто @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{без сознания} и не может видеть).

\n

Начиная с существа с наименьшим числом текущих хитов, все существа, попавшие под действие заклинания, становятся @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{Ослеплённым} до конца Вашего следующего хода. Вычитайте из остатка хиты уже Ослеплённых существ и переходите к следующим. Хиты существа не должны превышать остаток, чтобы это существо попало под действие заклинания.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, бросьте дополнительно [[/r 2d10]] 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":15,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"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":[["6d10",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of powder or sand that is colored red, yellow, and blue","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"2d10"}},"img":"icons/magic/unholy/strike-beam-blood-large-red-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Color Spray"},"plutonium":{"page":"spells.html","source":"PHB","hash":"color%20spray_phb","propDroppable":"spell"}},"effects":[],"_id":"evCpcXfQCes8ohWA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064099,"modifiedTime":1695396064099,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":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":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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"VuBGQzQYtWG0rVzb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064118,"modifiedTime":1695396064118,"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":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":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":"0ojizwbJ1kvFaz7J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064136,"modifiedTime":1695396064136,"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":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":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":"wgHJ5aIzHs8edBa6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064155,"modifiedTime":1695396064155,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"v1B7uHcJckG55mYw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064190,"modifiedTime":1695396064190,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:

  • 1/day each: @UUID[Actor.adE6OlTe7NUOfeLv.Item.evCpcXfQCes8ohWA], @UUID[Actor.adE6OlTe7NUOfeLv.Item.VuBGQzQYtWG0rVzb], @UUID[Actor.adE6OlTe7NUOfeLv.Item.0ojizwbJ1kvFaz7J], @UUID[Actor.adE6OlTe7NUOfeLv.Item.wgHJ5aIzHs8edBa6], @UUID[Actor.adE6OlTe7NUOfeLv.Item.v1B7uHcJckG55mYw]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_faerie%20dragon%20(yellow)_mm_mm"}},"effects":[],"_id":"GPj7Dfo9khG7RYuP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396064214,"modifiedTime":1695396064214,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695396063814,"modifiedTime":1698272101534,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"KitrMGRdzdFhOwLt","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Дух/Wraith","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"wraith_mm"},"core":{}},"_id":"da9vZFHrIJ0O2r98","img":"foundryvtt-static/tokens/wraith.webp","system":{"abilities":{"str":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":67,"max":67,"temp":0,"tempmax":0,"formula":"9d8 + 27"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":0,"units":"ft","hover":true},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.

Vile Oblivion.

When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life.

Bereft of Body.

A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.

A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.

Undead Commanders.

A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.

Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.

Undead Nature.

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

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 21 ([[/r 4d8 + 3]]) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a @creature[specter] in the space of its corpse or in the nearest unoccupied space. The @creature[specter] is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

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The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 ([[/r 1d10]]) force damage if it ends its turn inside an object.

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

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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The dragon can breathe air and water.

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A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

Evil Predators.

Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.

A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food.

Monstrous Relationships.

Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair.

The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them.

[–]

Manticores love the taste of human flesh. That's why, on trips through the moutnains, I always travel with human guards.

— Marthok Uldarr, dwarf copper merchant

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One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.

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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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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The skull lasher makes two attacks with its flail.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d8]]) bludgeoning damage plus 7 ([[/r 2d6]]) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.

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Ranged Spell Attack: [[/r 1d20+5]]{+5} to hit, range 60 ft., one creature. Hit: 9 ([[/r 2d8]]) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @condition[charmed], @condition[frightened], or possessed by them. If the target is already @condition[charmed], @condition[frightened], or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes [[/r 2d8]] poison damage and must make a Constitution saving throw. On a failed save, it is also @condition[poisoned] until the end of your next turn.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.

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An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from @spell[magic missile].

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @sense[darkvision] can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"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":{"plutonium":{"page":"spells.html","source":"PHB","hash":"darkness_phb","propDroppable":"spell"}},"effects":[],"_id":"B1Gecn3pq91jkMcT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575008130,"modifiedTime":1705575008130,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Misty Step","type":"spell","system":{"description":{"value":"

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"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"}},"effects":[],"_id":"vurb8kWderhkgO7q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575008163,"modifiedTime":1705575008163,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, [[/r 1d20+5]]{+5} to hit with spell attacks). It has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.kruuNFWePW1lKLLW.Item.cu0xLBVIk9ssT6l4], @UUID[Actor.kruuNFWePW1lKLLW.Item.8xVQxYaOheaqOJdO], @UUID[Actor.kruuNFWePW1lKLLW.Item.T7ZwrLYT1juENuUv]

  • 1st level (4 slots): @UUID[Actor.kruuNFWePW1lKLLW.Item.FqnCVP9DkDELwnOX], @UUID[Actor.kruuNFWePW1lKLLW.Item.Zd8LjMySLpnUFhaz], @UUID[Actor.kruuNFWePW1lKLLW.Item.k90f7JplDFM2dazP] (see \"Actions\" below), @UUID[Actor.kruuNFWePW1lKLLW.Item.RUwvJEAQuUb8MdEA]

  • 2nd level (2 slots): @UUID[Actor.kruuNFWePW1lKLLW.Item.B1Gecn3pq91jkMcT], @UUID[Actor.kruuNFWePW1lKLLW.Item.vurb8kWderhkgO7q]

","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":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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"BGDIA","hash":"spellcasting_skull%20lasher%20of%20myrkul_bgdia_bgdia"}},"effects":[],"_id":"Ja8PM7ERAss4vpjZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575008199,"modifiedTime":1705575008199,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575007802,"modifiedTime":1705578897279,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Марилит/Marilith","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"marilith%20(summoner)_mm"},"core":{}},"_id":"nAf0WANVw69qcJGu","img":"foundryvtt-static/tokens/marilith.webp","system":{"abilities":{"str":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":18,"calc":"natural","formula":""},"hp":{"value":189,"max":189,"temp":0,"tempmax":0,"formula":"18d10 + 90"},"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":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.

These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

[–]

The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.

— Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil

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 marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one creature. Hit: 15 ([[/r 2d10 + 4]]) bludgeoning damage. If the target is Medium or smaller, it is @condition[grappled] (escape DC 19). Until this grapple ends, the target is @condition[restrained], the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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The marilith 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 demon chooses what to summon and attempts a magical summoning.

A marilith has a [[/r 1d100]]{50 percent} chance of summoning [[/r 1d6]] @creature[vrock||vrocks], [[/r 1d4]] @creature[hezrou||hezrous], [[/r 1d3]] @creature[glabrezu||glabrezus], [[/r 1d2]] @creature[nalfeshnee||nalfeshnees], or one marilith.

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

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The marilith's weapon attacks are magical.

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The marilith can take one reaction on every turn in combat.

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The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

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An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.

Lurkers in the Earth.

The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.

Bane of Field and Forest.

Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.

Earthen Tunnels.

As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.

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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 plus 3 ([[/r 1d6]]) acid damage. If the target is a Large or smaller creature, it is @condition[grappled] (escape DC 13). Until this grapple ends, the ankheg can bite only the @condition[grappled] creature and has advantage on attack rolls to do so.

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The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature @condition[grappled]. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 ([[/r 3d6]]) acid damage on a failed save, or half as much damage on a successful one.

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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.

","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-rune-glow-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"speak%20with%20beasts%20and%20plants_dryad_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698325895149,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"nb5RihSLIBe2t308","name":"Путешествие через деревья/Tree Stride","type":"feat","system":{"description":{"value":"

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:

  • At will: @Compendium[sc-spells.sc spells.jW9pNNRqVWvaLsYl]{Друидизм/Druidcraft}

  • 3/day each: @Compendium[sc-spells.sc spells.bA6bnVMkNtApX2gL]{Опутывание/Entangle}, @Compendium[sc-spells.sc spells.2ElGQhTPeoT4EXY9]{Вкусные ягоды/Goodberry}

  • 1/day each: @Compendium[sc-spells.sc spells.5fPDrCtl6Ej227yL]{Бесследный шаг/Pass without Trace}, @Compendium[sc-spells.sc spells.1R7Y05iA3e7FbYSk]{Шиллейла/Shillelagh}, @Compendium[sc-spells.sc spells.hLNf4y6Drqh2B0fO]{Дубовая кожа/Barkskin}

","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.
\n
","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":"spec","type":"object"},"range":{"value":0,"long":null,"units":"touch"},"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":[["1d8 + @mod","bludgeoning"]],"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":"mistletoe, a shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/melee/hand-grip-staff-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"shillelagh_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.1R7Y05iA3e7FbYSk"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760486212,"modifiedTime":1698326204216,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"UsUDjcEOsd4Wk4eZ","sort":0},{"name":"Дубовая кожа/Barkskin","type":"spell","system":{"description":{"value":"
\n
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.
\n
\n
\n
 
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature"},"range":{"value":0,"long":null,"units":"touch"},"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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/barrier-shield-wood-vines.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"barkskin_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.hLNf4y6Drqh2B0fO"}},"effects":[{"_id":"uM6rgctYpcbCVSkn","flags":{"plutonium":{"dedupeId":"barkskin"}},"changes":[{"key":"system.attributes.ac.formula","value":"16","mode":5,"priority":null},{"key":"system.attributes.ac.calc","value":"custom","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/nature/barrier-shield-wood-vines.webp","origin":"Item.VQMKMnQDw5rzL0zp","tint":null,"transfer":false,"name":"Barkskin","description":"","statuses":[]}],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760477435,"modifiedTime":1698326155506,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"iybNkSyfx5qtd3pe","sort":0}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911668,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10100000,"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.

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Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.

Adaptable Predators.

Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.

A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.

Gaze of Stone.

Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.

Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return @condition[petrified] creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the @condition[petrified] creature, such as its head, is detached.

[–]

No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.

— X the Mystic's 4th rule of dungeon survival

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If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't @condition[incapacitated]. On a failed save, the creature magically begins to turn to stone and is @condition[restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @condition[petrified] until freed by the @spell[greater restoration] spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.

Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

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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 plus 18 ([[/r 4d8]]) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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The pudding can move through a space as narrow as 1 inch wide without squeezing.

","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/slimes/slime-movement-dripping-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amorphous_black%20pudding_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376892949,"modifiedTime":1695376892949,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xmPhIrZ2kHL6mzMs","name":"Corrosive Form","type":"feat","system":{"description":{"value":"

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ([[/r 1d8]]) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding 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. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

","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":[["1d8","acid"]],"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/materials/slime-thick-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"corrosive%20form_black%20pudding_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376892949,"modifiedTime":1695376892949,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gYGKgi37kAGRPr41","name":"Spider Climb","type":"feat","system":{"description":{"value":"

The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","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/invertebrates/spider-beetle-runed-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"spider%20climb_black%20pudding_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376892949,"modifiedTime":1695376892949,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vumbLqGdzfafJsxx","name":"Split","type":"feat","system":{"description":{"value":"

When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

","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/creatures/slimes/slime-movement-swirling-blue.webp","flags":{"adnd5e":{"itemInfo":{"type":"reaction"}},"plutonium":{"page":"monsterReaction","source":"MM","hash":"split_black%20pudding_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376892949,"modifiedTime":1695376892949,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376892624,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":6500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Молодой белый дракон/Young White Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20white%20dragon_mm"},"core":{}},"_id":"qOt1tHROzldngGYz","img":"foundryvtt-static/tokens/young-white-dragon.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":133,"max":133,"temp":0,"tempmax":0,"formula":"14d10 + 56"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":20,"climb":0,"fly":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":30,"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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 2nd. The dragon's spell save DC is DC 12, and it has [[/r 1d20+4]]{+4} 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 2nd. The dragon's spell save DC is DC 12, and it has [[/r 1d20+4]]{+4} 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%20white%20dragon_mm_mm"}},"effects":[],"_id":"xYLWsNApml2bNofJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377017323,"modifiedTime":1695377017323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage plus 4 ([[/r 1d8]]) cold 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"],["1d8","cold"]],"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%20white%20dragon_mm_mm"}},"effects":[],"_id":"aQBgUkPgLh8nQZbA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377017323,"modifiedTime":1695377017323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) 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":"Claw","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw_young%20white%20dragon_mm_mm"}},"effects":[],"_id":"wx0HQ7R8WVhzX5XC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377017323,"modifiedTime":1695377017323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cold Breath","type":"feat","system":{"description":{"value":"

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 ([[/r 10d8]]) 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":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":[["10d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"cold%20breath%20%7b%40recharge%205%7d_young%20white%20dragon_mm_mm"}},"effects":[],"_id":"GcMYL6bxsHUibTcn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377017323,"modifiedTime":1695377017323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"SxgcOjH7OFg7Xonr","name":"Ice Walk","type":"feat","system":{"description":{"value":"

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_young%20white%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377017323,"modifiedTime":1695377017323,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377017250,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":27200000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Древний медный дракон/Ancient Copper Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"ancient%20copper%20dragon_mm"},"core":{}},"_id":"tOPIsxAFET48eg5I","img":"foundryvtt-static/tokens/ancient-copper-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":350,"max":350,"temp":0,"tempmax":0,"formula":"20d20 + 140"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":40,"fly":80,"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":"

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

Lair Actions[–]

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Additional Lair Actions.

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

  • Laughing Gas. The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

  • Torpid Energy. The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

Regional Effects[–]

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

  • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

","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":15,"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"]],"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_ancient%20copper%20dragon_mm_mm"}},"effects":[],"_id":"nYQiKWKSMQN3Jn9O","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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_ancient%20copper%20dragon_mm_mm"}},"effects":[],"_id":"qTXcekBJuNHazrmQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Rk0r92O8hCpOZ5m1","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.tOPIsxAFET48eg5I.Item.yBjIsJRjmePdTVGR]{Acid Breath} or @UUID[Actor.tOPIsxAFET48eg5I.Item.dONBl16U7XcTicF6]{Slowing 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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yBjIsJRjmePdTVGR","name":"Breath Weapons: Acid Breath","type":"feat","system":{"description":{"value":"

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 63 ([[/r 14d8]]) acid 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":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"Rk0r92O8hCpOZ5m1","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"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%20acid%20breath_ancient%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dONBl16U7XcTicF6","name":"Breath Weapons: Slowing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

","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":"Rk0r92O8hCpOZ5m1","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":22,"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%20slowing%20breath_ancient%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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%20copper%20dragon_mm_mm"}},"effects":[],"_id":"9tUXIteNnVzrBlcT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Hq8wOPutL3e0WtDp","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"RclpCHOdK7GO6XkE","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"34SVZccp5t5C3Ktt","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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"pswJvl8BZCpncTh0","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 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.

","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":23,"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%20copper%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"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
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.RclpCHOdK7GO6XkE]{Detect}
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.34SVZccp5t5C3Ktt]{Tail Attack}
  • @UUID[Actor.tOPIsxAFET48eg5I.Item.pswJvl8BZCpncTh0]{Wing Attack}
\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":"rYZbuC74YzUEpZbF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879217,"modifiedTime":1695376879217,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon chooses a point on the ground ...","type":"feat","system":{"description":{"value":"

The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the @spell[spike growth] spell and lasts until the dragon uses this lair action again or until the dragon dies.

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The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become @condition[restrained]. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the @condition[restrained] condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

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The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is @condition[incapacitated] with laughter until the end of its next turn.

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The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

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

If the dragon dies, the magic carvings fade over the course of [[/r 1d10]] days. The other effects end immediately.

Additional Regional Effects.

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.

  • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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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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The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is @condition[grappled] (escape DC 14), and the shambling mound uses its Engulf on it.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage.

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The shambling mound engulfs a Medium or smaller creature @condition[grappled] by it. The engulfed target is @condition[blinded], @condition[restrained], and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 ([[/r 2d8 + 4]]) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

","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":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/slimes/slime-movement-swirling-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"engulf_shambling%20mound_mm_mm"}},"effects":[],"_id":"fAe6erVuqzYK3IsI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376983546,"modifiedTime":1695376983546,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"7grO7paMI81p4Jv4","name":"Lightning Absorption","type":"feat","system":{"description":{"value":"

Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

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An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.

An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.

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:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • 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.
  • 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.
  • 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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The sphinx makes two claw attacks.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 17 ([[/r 2d10 + 6]]) slashing damage.

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The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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The sphinx's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_androsphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882267,"modifiedTime":1695376882267,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Xk9DhBKuVzmwbMqV","name":"Claw Attack","type":"feat","system":{"description":{"value":"

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.

","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/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"teleport_androsphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882267,"modifiedTime":1695376882267,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5uUgFmSYfSgw4uXD","name":"Cast a Spell","type":"feat","system":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"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/hand-sparks-glow-yellow.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"cast%20a%20spell_androsphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882267,"modifiedTime":1695376882267,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The androsphinx 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 androsphinx regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.xQ8XndtDApHAIPJF.Item.Xk9DhBKuVzmwbMqV]{Claw Attack}
  • @UUID[Actor.xQ8XndtDApHAIPJF.Item.D7pPeNKNHJV2l1VY]{Teleport}
  • @UUID[Actor.xQ8XndtDApHAIPJF.Item.5uUgFmSYfSgw4uXD]{Cast a Spell}
\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":"4nN9quPuF2pslcTu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882267,"modifiedTime":1695376882267,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The flow of time is altered such that every ...","type":"feat","system":{"description":{"value":"

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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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":"Cb5w1u7C8jPsQBmf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882328,"modifiedTime":1695376882328,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Уход за умирающим","type":"spell","system":{"description":{"value":"

Вы касаетесь живого существа, у которого 0 хитов. Оно становится стабилизированным. Это заклинание не оказывает никакого эффекта на нежить и конструктов.

","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":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/weapons/axes/axe-double-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Spare the Dying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"spare%20the%20dying_phb","propDroppable":"spell"}},"effects":[],"_id":"UlwZG3X16k0Ot8Sj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882371,"modifiedTime":1695376882371,"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":"CozOwXO8TH0hoUyH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882396,"modifiedTime":1695376882396,"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":"SjnEKp7htLlHSKn4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882420,"modifiedTime":1695376882420,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","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":"U5GsZazuZjvNnCH1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882451,"modifiedTime":1695376882451,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":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":"H5XSFzwCqpNeI8Wz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882484,"modifiedTime":1695376882484,"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":"rq6mvcaxKzWqlh6z","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882506,"modifiedTime":1695376882506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Область истины","type":"spell","system":{"description":{"value":"

Вы создаёте магическую зону, защищающую от обмана в сфере с радиусом 15 футов с центром на точке, выбранной вами в пределах дистанции. Пока заклинание активно, существо, впервые за ход входящее в область этого заклинания или начинающее в ней ход, должно совершить спасбросок Харизмы. При провале существо не может умышленно лгать, находясь в указанном радиусе. Вы знаете, какие существа преуспели в спасброске, а какие провалили.

\n

Попавшее под действие заклинания существо знает о заклинании, и потому может избегать отвечать на вопросы, на которые оно предпочло бы солгать. Такие существа могут давать уклончивые ответы, пока принуждены говорить правду.

","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":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"wis"},"level":2,"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/skills/targeting/crosshair-arrowhead-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Zone of Truth"},"plutonium":{"page":"spells.html","source":"PHB","hash":"zone%20of%20truth_phb","propDroppable":"spell"}},"effects":[],"_id":"OKBcaRlHKpqnmLpq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882549,"modifiedTime":1695376882549,"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":"9C1NHcP9HvAE4vzj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882583,"modifiedTime":1695376882583,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"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":"DmE4p3JKOhqCWDff","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882616,"modifiedTime":1695376882616,"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.

\n

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.

","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":"cha","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"LgGmAvC2eoosncfn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882650,"modifiedTime":1695376882650,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Свобода перемещения","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, на перемещения цели не влияет @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимая местность}, а заклинания и прочие магические эффекты не могут ни уменьшить её скорость, ни сделать её @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.xnSV5hLJIMaTABXP]{парализованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиженной}.

\n

Цель может также потратить 5 футов перемещения, чтобы автоматически высвободиться из немагических оков, таких как кандалы или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.gYDAhd02ryUmtwZn]{захват} другого существа. Более того, нахождение под водой не накладывает штрафы на перемещение и атаки цели.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/debuff-chains-shackles-movement-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Freedom of Movement"},"plutonium":{"page":"spells.html","source":"PHB","hash":"freedom%20of%20movement_phb","propDroppable":"spell"}},"effects":[],"_id":"0XThjTEMBI2W0SP1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882686,"modifiedTime":1695376882686,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"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":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"wis"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/explosion-flame-lightning-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flame Strike"},"plutonium":{"page":"spells.html","source":"PHB","hash":"flame%20strike_phb","propDroppable":"spell"}},"effects":[],"_id":"ZmThnB8gGcVNfo4h","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882739,"modifiedTime":1695376882739,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Высшее восстановление","type":"spell","system":{"description":{"value":"

Вы наделяете существо, которого касаетесь, позитивной энергией, отменяющей ослабляющие эффекты. Вы можете уменьшить уровень @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cspWveykstnu3Zcv]{истощения} цели на 1, или окончить на ней один из следующих эффектов:

\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":"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Restoration"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"}},"effects":[],"_id":"tOLfR26lLysCjgSm","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882773,"modifiedTime":1695376882773,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пир героев","type":"spell","system":{"description":{"value":"

Вы организовываете шикарный пир, включая великолепные пищу и питьё. Пир совершается в течение 1 часа, и исчезает по прошествии этого времени, но положительные эффекты не вступают в силу, пока этот час не пройдёт. В пире могут принимать участие до двенадцати существ.

\n

Существо, принявшее участие в пиршестве, получает несколько преимуществ. Оно излечивается от всех болезней и ядов, приобретает иммунитет к ядам и состоянию испуга, совершает спасброски Мудрости с преимуществом. Максимум его хитов увеличивается на [[/r 2d10]], и оно получает такое же количество хитов. Все эти преимущества длятся 24 часа.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":6,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/holy/chalice-glowing-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Heroes' Feast"},"plutonium":{"page":"spells.html","source":"PHB","hash":"heroes'%20feast_phb","propDroppable":"spell"}},"effects":[],"_id":"ZO4uQ0FfQY83fVyr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882816,"modifiedTime":1695376882816,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, [[/r 1d20+10]]{+10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

  • Cantrips (at will): @UUID[Actor.xQ8XndtDApHAIPJF.Item.Cb5w1u7C8jPsQBmf], @UUID[Actor.xQ8XndtDApHAIPJF.Item.UlwZG3X16k0Ot8Sj], @UUID[Actor.xQ8XndtDApHAIPJF.Item.CozOwXO8TH0hoUyH]

  • 1st level (4 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.SjnEKp7htLlHSKn4], @UUID[Actor.xQ8XndtDApHAIPJF.Item.U5GsZazuZjvNnCH1], @UUID[Actor.xQ8XndtDApHAIPJF.Item.H5XSFzwCqpNeI8Wz]

  • 2nd level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.rq6mvcaxKzWqlh6z], @UUID[Actor.xQ8XndtDApHAIPJF.Item.OKBcaRlHKpqnmLpq]

  • 3rd level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.9C1NHcP9HvAE4vzj], @UUID[Actor.xQ8XndtDApHAIPJF.Item.DmE4p3JKOhqCWDff]

  • 4th level (3 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.LgGmAvC2eoosncfn], @UUID[Actor.xQ8XndtDApHAIPJF.Item.0XThjTEMBI2W0SP1]

  • 5th level (2 slots): @UUID[Actor.xQ8XndtDApHAIPJF.Item.ZmThnB8gGcVNfo4h], @UUID[Actor.xQ8XndtDApHAIPJF.Item.tOLfR26lLysCjgSm]

  • 6th level (1 slot): @UUID[Actor.xQ8XndtDApHAIPJF.Item.ZO4uQ0FfQY83fVyr]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_androsphinx_mm_mm"}},"effects":[],"_id":"7SsiRuloLPhR3A97","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376882854,"modifiedTime":1695376882854,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376881934,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":31600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Лягушка/Frog","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"frog_mm"},"core":{}},"_id":"ofAg60uv1CoyjT0L","img":"foundryvtt-static/tokens/frog.webp","system":{"abilities":{"str":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":1,"max":1,"temp":0,"tempmax":0,"formula":"1d4 - 1"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":20,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":30,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

","public":""},"alignment":"unaligned","race":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0,"spellLevel":0,"source":"MM"},"traits":{"size":"tiny","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":"Лягушка","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/frog.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"width":0.5,"height":0.5,"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":30,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"_id":"ojyyYZQdTWbrAkQR","name":"Amphibious","type":"feat","system":{"description":{"value":"

The frog can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_frog_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376920079,"modifiedTime":1695376920079,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"SCtaesPnE4ZDZZPf","name":"Standing Leap","type":"feat","system":{"description":{"value":"

The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

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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.

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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%20(disguises)_mm_mm"}},"effects":[],"_id":"eFmXCiYCRT4BEQBg","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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%20(disguises)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"wz49pb5gN2iWKT1J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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%20(disguises)_mm_mm"}},"effects":[],"_id":"iPOZw4Jp86ZB74bD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wVjRBrdYUU3iveod","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%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"yMc8zR79Ex3FM2W7","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_djinni%20(disguises)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906572,"modifiedTime":1695376906572,"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":"6bn0k7oxaovNolsS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906605,"modifiedTime":1695376906605,"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":"9Qz6Tti51IMmPPyT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906632,"modifiedTime":1695376906632,"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":"GBol1mSEl6FpLXB4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906663,"modifiedTime":1695376906663,"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.

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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":"FHDFb5e3oTzrEtxl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906687,"modifiedTime":1695376906687,"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.

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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":"STPEmfcfdsmmiDG7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906713,"modifiedTime":1695376906713,"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":"TYsG8H2GwdxzWgAM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906742,"modifiedTime":1695376906742,"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":"n9E0oTlwifCX9LbC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906773,"modifiedTime":1695376906773,"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":"7faLgGgQRb7nfDuI","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906804,"modifiedTime":1695376906804,"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.

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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":"4z0VMfNhc50ixQ0C","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906825,"modifiedTime":1695376906825,"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.

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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.

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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.

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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.

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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.

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Снаряжение цели сливается с её новым обликом. Существо не может активировать, использовать, надевать или получать какие-то иные преимущества от своего снаряжения.

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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.

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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.

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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.

","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":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":"wis","dc":null,"scaling":"cha"},"level":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/dragon-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Polymorph"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20polymorph_phb","propDroppable":"spell"}},"effects":[],"_id":"bNKuxCoZMEhTGJlo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906859,"modifiedTime":1695376906859,"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":"DY9Sv5YLRicBtu6n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906898,"modifiedTime":1695376906898,"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":"dry7xsSmYLpoB65F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906930,"modifiedTime":1695376906930,"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":"IjcTFE4Y4RuhGIQL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906962,"modifiedTime":1695376906962,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"h9QPrwp90bXlukjX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376906991,"modifiedTime":1695376906991,"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:

  • At will: @UUID[Actor.Q4aBuP14DkrfMofY.Item.DY9Sv5YLRicBtu6n], @UUID[Actor.Q4aBuP14DkrfMofY.Item.dry7xsSmYLpoB65F], @UUID[Actor.Q4aBuP14DkrfMofY.Item.IjcTFE4Y4RuhGIQL], @UUID[Actor.Q4aBuP14DkrfMofY.Item.h9QPrwp90bXlukjX] (often with a longer duration than is normal for that spell; see Disguises)

  • 3/day each: @UUID[Actor.Q4aBuP14DkrfMofY.Item.n9E0oTlwifCX9LbC] (can create wine instead of water), @UUID[Actor.Q4aBuP14DkrfMofY.Item.7faLgGgQRb7nfDuI], @UUID[Actor.Q4aBuP14DkrfMofY.Item.4z0VMfNhc50ixQ0C], @UUID[Actor.Q4aBuP14DkrfMofY.Item.bNKuxCoZMEhTGJlo] (mightier genies only; see Disguises)

  • 1/day each: @UUID[Actor.Q4aBuP14DkrfMofY.Item.6bn0k7oxaovNolsS] (@creature[air elemental] only), @UUID[Actor.Q4aBuP14DkrfMofY.Item.9Qz6Tti51IMmPPyT], @UUID[Actor.Q4aBuP14DkrfMofY.Item.GBol1mSEl6FpLXB4], @UUID[Actor.Q4aBuP14DkrfMofY.Item.FHDFb5e3oTzrEtxl], @UUID[Actor.Q4aBuP14DkrfMofY.Item.STPEmfcfdsmmiDG7], @UUID[Actor.Q4aBuP14DkrfMofY.Item.TYsG8H2GwdxzWgAM]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_djinni%20(disguises)_mm_mm"}},"effects":[],"_id":"D4w9AZ3Xy5wBTZCB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376907049,"modifiedTime":1695376907049,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k6Ry7nzbev3bg3TI","name":"Wishes","type":"feat","system":{"description":{"value":"

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.

","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":"wishes_djinni%20(wishes)_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.9pzL0gEd79ETPkxn.Item.xSd3ayvHKMQZU999"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376907234,"modifiedTime":1695403264428,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376906516,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Дроу/Drow","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"drow_mm"},"core":{}},"_id":"bSLLBJkgt2f3RnYH","img":"foundryvtt-static/tokens/drow.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":13,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"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":"cha"},"details":{"biography":{"value":"

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

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.

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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.

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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.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":3,"price":{"value":75,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"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":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"handcrossbow","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":1},"name":"Hand Crossbow","type":"weapon","img":"icons/weapons/crossbows/crossbow-simple-brown.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hand Crossbow"},"plutonium":{"page":"monsterAction","source":"MM","hash":"hand%20crossbow_drow_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"icXrwm00bxog39kp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ySLe6jkdnYOUGc9m","name":"Fey Ancestry","type":"feat","system":{"description":{"value":"

The drow has advantage on saving throws against being @condition[charmed], and magic can't put the drow to sleep.

","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/mammals/elk-moose-marked-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"fey%20ancestry_drow_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fnQlzdzoiPAGyZKt","name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"

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

","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/nature/root-vine-thorned-fire-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sunlight%20sensitivity_drow_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кольчужная рубаха","type":"equipment","system":{"description":{"value":"

Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":20,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/commodities/metal/mail-chain-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Chain Shirt"},"plutonium":{"page":"items.html","source":"PHB","hash":"chain%20shirt_phb"}},"effects":[],"_id":"OV4OGJhiBRkFHZGA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910506,"modifiedTime":1695376910506,"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":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":"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":"innate","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":"rTU4IqEER8KgsUzC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910531,"modifiedTime":1695376910531,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огонь фей","type":"spell","system":{"description":{"value":"

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}

","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":"cube"},"range":{"value":60,"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":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-silhouette.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Faerie Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"ZR8N1izp453fpUyY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910549,"modifiedTime":1695376910549,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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:

  • At will: @UUID[Actor.bSLLBJkgt2f3RnYH.Item.D0MH1RUmdbfIuoZE]

  • 1/day each: @UUID[Actor.bSLLBJkgt2f3RnYH.Item.rTU4IqEER8KgsUzC], @UUID[Actor.bSLLBJkgt2f3RnYH.Item.ZR8N1izp453fpUyY]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_drow_mm_mm"}},"effects":[],"_id":"ZrWYgSCBZ9AbCiIi","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376910591,"modifiedTime":1695376910591,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376910223,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} 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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 6 ([[/r 1d4 + 4]]) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one.

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Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

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 hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] dretches or one hezrou.

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

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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.

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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.

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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

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Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.

Hope and Doom.

Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.

Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.

Consumed by Despair.

Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.

Agents of Evil.

Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.

Undead Nature.

A will-o'-wisp doesn't require air, drink, or sleep.

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Рукопашная атака заклинанием: +4 к попаданию, досягаемость 5 футов, одно существо.

Попадание: 9 (2к8) урона электричеством.

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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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Блуждающий огонёк может бонусным действием нацелиться на одно существо, которое видит в пределах 5 футов, у которого при этом 0 хитов, и которое все ещё живо. Цель должна преуспеть в спасброске Телосложения Сл 10 от этой магии, иначе умрет. Если цель умирает, блуждающий огонек восстанавливает 10 (3к6) хитов.

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Существо не может ничего носить и нести.

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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.

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Блуждающий огонёк испускает яркий свет в радиусе от 5 до 20 футов и тусклый свет в пределах ещё такого же количества футов. Блуждающий огонёк может изменять радиус бонусным действием.

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Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

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Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.

A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive.

Divine Guardians.

Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril.

Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.

Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.

Forest Lords.

A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.

In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame.

Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.

A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.

Sacred Horns.

A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.

Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution.

Blessed Mounts.

When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.

As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.

A Unicorn's Lair.

A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Regional Effects[–]

Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:

  • Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (@skill[Stealth]) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the unicorn dies, these effects end immediately.

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The unicorn makes two attacks: one with its hooves and one with its horn.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) piercing damage.

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The unicorn touches another creature with its horn. The target magically regains 11 ([[/r 2d8 + 2]]) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

","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":3,"max":"3","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(3%2fday)_unicorn_mm_mm"}},"effects":[],"_id":"eeE9rt7nUQ18CuTY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Teleport","type":"feat","system":{"description":{"value":"

The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

","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":1,"max":"1","per":"day","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%20(1%2fday)_unicorn_mm_mm"}},"effects":[],"_id":"G639YBLR9CBo0Qds","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"prtFN3b0QiQzLWrF","name":"Charge","type":"feat","system":{"description":{"value":"

If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) piercing damage. If the target is a creature, it must succeed on a DC 15 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":[["2d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"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_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"R92ZrRODhnZ6rnVg","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The unicorn 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_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"mhtTrS5MvM1GMYzE","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The unicorn's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"egvYKKNcVLA9bexw","name":"Hooves","type":"feat","system":{"description":{"value":"

The unicorn makes one attack with its hooves.

","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/bones/hooves-cloven-brown.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"hooves_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wvVBfg2rzsYLQmam","name":"Shimmering Shield","type":"feat","system":{"description":{"value":"

The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn'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/control/debuff-chains-ropes-net-white.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"shimmering%20shield_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"mMsEyfceooF9UrV8","name":"Heal Self","type":"feat","system":{"description":{"value":"

The unicorn magically regains 11 ([[/r 2d8 + 2]]) hit points.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"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/life/heart-cross-strong-green.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"heal%20self_unicorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The unicorn 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 unicorn regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.egvYKKNcVLA9bexw]{Hooves}
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.wvVBfg2rzsYLQmam]{Shimmering Shield}
  • @UUID[Actor.K1zTwqBGyK8UWORa.Item.mMsEyfceooF9UrV8]{Heal Self}
\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":"rEYd6rI7NyuRs718","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:

If the unicorn dies, these 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_unicorn_mm_mm"}},"effects":[],"_id":"HSKwdMjQcf7ud2hY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999708,"modifiedTime":1695376999708,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Умиротворение","type":"spell","system":{"description":{"value":"

Вы пытаетесь подавить сильные эмоции у группы существ. Все гуманоиды в сфере с радиусом 20 футов с центром в точке, выбранной в пределах дистанции, должны совершить спасбросок Харизмы; существо может добровольно провалить этот спасбросок, если пожелает. Если существо проваливает спасбросок, выберите один из двух описанных ниже эффектов:

\n

Вы можете подавить все эффекты, делающие цель @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованной} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испуганной}. Когда это заклинание оканчивается, все подавленные эффекты восстанавливаются, при условии, что за это время их действие не окончилось.

\n

В качестве альтернативы, вы можете сделать цель безразличной к выбранным вами существам, к которым она относилась враждебно. Это безразличие оканчивается, если цель атакована или ей причинён вред заклинанием, или если она станет свидетелем того, как причиняют вред её друзьям. Когда заклинание оканчивается, существо становится вновь враждебным, если Мастер не решит по-другому.

","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":60,"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":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"cha"},"level":2,"school":"enc","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/skills/social/trading-justice-scale-gold.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Calm Emotions"},"plutonium":{"page":"spells.html","source":"PHB","hash":"calm%20emotions_phb","propDroppable":"spell"}},"effects":[],"_id":"Nn8DKDD0qkE1bsIA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999767,"modifiedTime":1695376999767,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

\n

Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

\n

Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

\n

Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"4LU5SBbExKvwrDzA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376999801,"modifiedTime":1695376999801,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Опутывание","type":"spell","system":{"description":{"value":"

Из точки в пределах дистанции на площади квадрата с длиной стороны в 20 футов вырастают цепкие травы и плети. Пока заклинание активно, эти растения превращают землю в труднопроходимую местность.

\n

Существа, находящиеся в этой области, когда вы накладываете заклинание, должны преуспеть в спасброске Силы, иначе они @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживаются } растениями до окончания действия заклинания. Обездвиженное растениями существо может действием совершать проверки Силы против СЛ Ваших заклинаний. При успехе оно освобождается.

\n

Когда заклинание оканчивается, вызванные растения увядают.

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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.

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Пошептавшись с духами природы, вы создаёте один из следующих эффектов в пределах дистанции:

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От вас начинает исходить покров теней и тишины, скрывающий вас и Ваших спутников от обнаружения. Пока заклинание активно, все существа, выбранные вами в пределах 30 футов (включая вас) получают бонус +10 к проверкам Ловкости (Скрытность), и их нельзя выследить без помощи магии. Существо, получившее этот бонус, не оставляет за собой следов.

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Innate Spellcasting.

The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

  • At will: @UUID[Actor.K1zTwqBGyK8UWORa.Item.nOa7iWCU7KzoBWyQ], @UUID[Actor.K1zTwqBGyK8UWORa.Item.LQuYNajBLEYVFY86], @UUID[Actor.K1zTwqBGyK8UWORa.Item.eNJ4TKj8OxOWcS3M]

  • 1/day each: @UUID[Actor.K1zTwqBGyK8UWORa.Item.Nn8DKDD0qkE1bsIA], @UUID[Actor.K1zTwqBGyK8UWORa.Item.4LU5SBbExKvwrDzA], @UUID[Actor.K1zTwqBGyK8UWORa.Item.IgXJjvfQrQyVg196]

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A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) bludgeoning damage plus 7 ([[/r 2d6]]) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 ([[/r 3d6]]) psychic damage on a failed save, or half as much damage on a successful one.

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The ooze can move through a space as narrow as 1 inch wide without squeezing.

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Any nonmagical weapon made of metal that hits the ooze 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. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.

A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.

Established Gender Roles.

Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones.

Gemstone Harvesters.

Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most.

Earth Friends.

Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.

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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.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/120 ft., one creature. Hit: 4 ([[/r 1d4 + 2]]) piercing damage, and the target must succeed on a DC 12 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 gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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Сделанная из переплетённых металлических колец кольчужная рубаха носится между слоями одежды или кожи. Этот доспех предоставляет умеренную защиту торса и заглушает звон колец внешним покрытием.

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Вы можете ослепить врага или сделать его глухим. Выберите одно существо, которое видите в пределах дистанции, которое тут же совершает спасбросок Телосложения. При провале цель становится на время действия заклинания @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.0b8N4FymGGfbZGpJ]{ослепшей} или @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.6G8JSjhn701cBITY]{оглохшей} (на ваш выбор). В конце каждого своего хода цель может совершать спасбросок Телосложения. При успехе заклинание оканчивается.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 3 уровня или выше, вы можете сделать целью одно дополнительное существо за каждый уровень ячейки выше второго.

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Ваше тело становится размытым и колышущимся для всех, кто видит вас. Пока заклинание активно, все существа совершают по вам броски атаки с помехой. Атакующий получает иммунитет к этому эффекту, если полагается не на зрение, а, например, на @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#blindsight]{Слепое зрение}) или может видеть сквозь иллюзии, например, с помощью (@UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Истинного зрения}).

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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.

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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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Пока заклинание активно, цель, которой вы коснулись, сокрыта от заклинаний школы Прорицания. Целью может быть согласное существо, место или предмет, не превышающий 10 фт. ни по одному из линейных размеров. Цель не может стать целью магии школы Прорицания, и ее не воспринимают магические наблюдательные сенсоры.

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Innate Spellcasting.

The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.EJUbclRpLfyGfgph.Item.jKT7K0lcLDCGYJ0S] (self only)

  • 1/day each: @UUID[Actor.EJUbclRpLfyGfgph.Item.k7pqAu63DmosvNMO], @UUID[Actor.EJUbclRpLfyGfgph.Item.yLyzPWZITgi7tc59], @UUID[Actor.EJUbclRpLfyGfgph.Item.QiWK7CUpv4jHmvvw]

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Трент совершает два размашистых удара.

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Рукопашная атака оружием: +10 к попаданию, досягаемость 5 футов, одна цель. Попадание: Дробящий урон 16 (3к6 + 6).

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Дальнобойная атака оружием: +10 к попаданию, дистанция 60/180 футов, одна цель. Попадание: Дробящий урон 28 (4к10 + 6)

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Трент магическим образом оживляет до двух деревьев, которые видит в пределах 60 футов от себя. Деревья обладают статистикой @Compendium[sc-creatures.sc-creatures.dRcVlgBYkiEITiZJ]{Древень/Treant}, за исключением того, что у них Интеллект 1 и Харизма 1, они не могут говорить, и у них только один вариант действия — Размашистый удар. Оживленные деревья действуют как союзники трента. Дерево перестает быть живым через 1 день, когда умирает, когда трент умирает или отдаляется от него более чем на 120 футов, а также когда трент бонусным действием снова делает его неживым. Став снова неживым, дерево, при возможности, пускает корни.

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Трент причиняет двойной урон предметам и строениям.

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Пока существо остается без движения, оно неотличимо от обычного предмета.

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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+2]]{+2} to hit, reach 0 ft., one target in the swarm's space. Hit: 7 ([[/r 2d6]]) piercing damage

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 0 ft., one target in the swarm's space. Hit: 3 ([[/r 1d6]]) piercing damage if the swarm has half of its hit points or fewer.

","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":0,"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":[["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":{"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":"Bites (Half Hit Points)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites%20(half%20hit%20points)_swarm%20of%20rats_mm_mm"}},"effects":[],"_id":"aaGdopp7C1ncGEQW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993634,"modifiedTime":1695376993634,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9xGIgAZ06jTHH9dN","name":"Keen Smell","type":"feat","system":{"description":{"value":"

The swarm 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_swarm%20of%20rats_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993634,"modifiedTime":1695376993634,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"oeVSDqaO0l9Zfkie","name":"Swarm","type":"feat","system":{"description":{"value":"

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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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.

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Melee Weapon Attack: [[/r 1d20+10]]{+10} to hit, reach 5 ft., one target. Hit: 32 ([[/r 5d10 + 5]]) piercing damage.

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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.

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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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Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.

Divine Caretakers.

Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort.

Truth Tellers.

A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.

Ancient and Few.

A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.

The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 1d6 + 5]]) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 24 hours. Until this poison ends, the target is @condition[unconscious]. Another creature can use an action to shake the target awake.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 15). Until this grapple ends, the target is @condition[restrained], and the couatl can't constrict another target.

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The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less 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 couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in 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_couatl_mm_mm"}},"effects":[],"_id":"0p1N6IehTEWBzmCF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4vVG59ulRNXo8O3I","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The couatl's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_couatl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"A7milHWsU5xjh9WX","name":"Shielded Mind","type":"feat","system":{"description":{"value":"

The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

","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/control/debuff-chains-ropes-net-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"shielded%20mind_couatl_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901835,"modifiedTime":1695376901835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Вещий сон","type":"spell","system":{"description":{"value":"

Это заклинание формирует сон другого существа. Выберите целью этого заклинания известное вам существо. Цель должна находиться на одном плане существования с вами. Этим заклинанием нельзя связаться с существами, которые не спят, например, с эльфами. Вы или согласное существо, которого вы касаетесь, входите в транс, становясь посыльным. Находясь в трансе, посыльный осознаёт своё окружение, но не может совершать действий и перемещаться.

\n

Если цель спит, посыльный появляется в её сне и может беседовать с ней, пока та спит, и пока заклинание активно. Посыльный также может формировать окружение сна, создавая местность, предметы и прочие образы. Посыльный может в любое время выйти из транса, окончив эффект этого заклинания. После пробуждения цель прекрасно помнит сон. Если в момент накладывания заклинания цель бодрствует, посыльный это узнаёт, и может либо окончить транс (и заклинание), либо подождать, пока цель заснёт, и тогда он появится во сне цели.

\n

Вы можете сделать посыльного кошмарным для цели. В этом случае посыльный может передать послание не длиннее десяти слов, и цель обязана совершить спасбросок Мудрости. При провале отголоски кошмара длятся весь сон, и цель не получает преимуществ от этого отдыха. Кроме того, когда цель просыпается, она получает урон психической энергией [[/r 3d6]]. Если у вас есть часть тела, клок волос, обрезки ногтей или другая подобная часть тела цели, она совершает спасбросок с помехой.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":0,"long":null,"units":"spec"},"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":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/moon-crescent.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dream"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dream_phb","propDroppable":"spell"}},"effects":[],"_id":"DXykmM1lkZKj2tR4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901877,"modifiedTime":1695376901877,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Высшее восстановление","type":"spell","system":{"description":{"value":"

Вы наделяете существо, которого касаетесь, позитивной энергией, отменяющей ослабляющие эффекты. Вы можете уменьшить уровень @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cspWveykstnu3Zcv]{истощения} цели на 1, или окончить на ней один из следующих эффектов:

\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":"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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"diamond dust worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/leaf-flower-wreath-glow-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Restoration"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20restoration_phb","propDroppable":"spell"}},"effects":[],"_id":"Pru0k8kbSyYvb8vD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901904,"modifiedTime":1695376901904,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"range":{"value":0,"long":null,"units":"self"},"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":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"m7Yaje4RwemByV9E","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901936,"modifiedTime":1695376901936,"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":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":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":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":"7D16VMnBMwcZhB6w","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376901971,"modifiedTime":1695376901971,"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":"gzFIZseOgewRXKHF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902021,"modifiedTime":1695376902021,"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":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","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/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":"x3wWvWbdVyFQB9k5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902061,"modifiedTime":1695376902061,"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":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":2,"school":"abj","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/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":"JFT4U7GItgR7qVql","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902090,"modifiedTime":1695376902090,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Защита от яда","type":"spell","system":{"description":{"value":"

Вы касаетесь существа. Если оно @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.lq3TRI6ZlED8ABMx]{отравлено}, вы нейтрализуете яд. Если на цель действуют несколько ядов, вы нейтрализуете тот, о котором знаете, либо же один случайным образом выбранный яд.

\n

Пока заклинание активно, цель с преимуществом совершает спасброски от отравленного состояния и получает сопротивление к урону ядом.

","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":2,"school":"abj","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/acid/dissolve-drip-droplet-smoke.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Protection from Poison"},"plutonium":{"page":"spells.html","source":"PHB","hash":"protection%20from%20poison_phb","propDroppable":"spell"}},"effects":[],"_id":"bzVzw8MGt3yIJ1sA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902120,"modifiedTime":1695376902120,"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":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":"wis","dc":null,"scaling":"cha"},"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":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":"egaE0EMyDcArvrdK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902152,"modifiedTime":1695376902152,"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":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":1,"school":"abj","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/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":"H5dknumxAtIbKK1v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902191,"modifiedTime":1695376902191,"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":"f8pzfnhmwnB2wZmE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902237,"modifiedTime":1695376902237,"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":"TqXKDjsh6q081xJu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902282,"modifiedTime":1695376902282,"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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"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":"innate","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":"iYhOfFFGLR3i4MvW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902310,"modifiedTime":1695376902310,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

  • At will: @UUID[Actor.3SnTm7MfZCie2cdT.Item.f8pzfnhmwnB2wZmE], @UUID[Actor.3SnTm7MfZCie2cdT.Item.TqXKDjsh6q081xJu], @UUID[Actor.3SnTm7MfZCie2cdT.Item.iYhOfFFGLR3i4MvW]

  • 3/day each: @UUID[Actor.3SnTm7MfZCie2cdT.Item.7D16VMnBMwcZhB6w], @UUID[Actor.3SnTm7MfZCie2cdT.Item.gzFIZseOgewRXKHF], @UUID[Actor.3SnTm7MfZCie2cdT.Item.x3wWvWbdVyFQB9k5], @UUID[Actor.3SnTm7MfZCie2cdT.Item.JFT4U7GItgR7qVql], @UUID[Actor.3SnTm7MfZCie2cdT.Item.bzVzw8MGt3yIJ1sA], @UUID[Actor.3SnTm7MfZCie2cdT.Item.egaE0EMyDcArvrdK], @UUID[Actor.3SnTm7MfZCie2cdT.Item.H5dknumxAtIbKK1v]

  • 1/day each: @UUID[Actor.3SnTm7MfZCie2cdT.Item.DXykmM1lkZKj2tR4], @UUID[Actor.3SnTm7MfZCie2cdT.Item.Pru0k8kbSyYvb8vD], @UUID[Actor.3SnTm7MfZCie2cdT.Item.m7Yaje4RwemByV9E]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_couatl_mm_mm"}},"effects":[],"_id":"0oMeao0i1xDnQNbw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376902340,"modifiedTime":1695376902340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376901585,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":2400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Лемур/Lemure","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"lemure_mm"},"core":{}},"_id":"DalTl3F4H09uUDu8","img":"foundryvtt-static/tokens/lemure.webp","system":{"abilities":{"str":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":1,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":13,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":15,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp.

A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak.

Devils[–]

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.

Lords of Tyranny.

Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.

Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.

Obedience and Ambition.

In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.

At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.

Dark Dealers and Soul Mongers.

Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.

To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.

The Infernal Hierarchy[–]

The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.

A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.

If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.

Archdevils.

The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.

Greater Devils.

The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.

Lesser Devils.

The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.

Lemures.

The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.

Promotion and Demotion.

When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.

Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.

Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.

No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.

Infernal Hierarchy
RankDevil(s)
1.lemure
2. (Lesser devils)imp
3.spined devil
4.bearded devil
5.barbed devil
6.chain devil
7.bone devil
8. (Greater devils)horned devil
9.erinyes
10.ice devil
11.pit fiend
12. (Archdevils)duke or duchess
13.archduke or archduchess

The Nine Hells[–]

The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.

Layers and Lords of the Nine Hells Layer
LayerLayer NameArchduke or ArchduchessPrevious RulersPrimary Inhabitants
1AvernusZarielBel, TiamatErinyes, imps, spined devils
2DisDispaterBearded devils, erinyes, imps, spined devils
3MinaurosMammonBearded devils, chain devils, imps, spined devils
4PhlegethosBelial and FiernaBarbed devils, bone devils, imps, spined devils
5StygiaLevistusGeryonBone devils, erinyes, ice devils, imps
6MalbolgeGlasyaMalagard, MolochBarbed devils, bone devils, horned devils, imps
7MaladominiBaalzebulBarbed devils, bone devils, horned devils, imps
8CaniaMephistophelesHorned devils, ice devils, imps, pit fiends
9NessusAsmodeusAll devils

Devil True Names and Talismans

[–]

Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if @condition[charmed], and ancient scrolls and tomes are said to exist that list the true names of certain devils.

A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.

However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.

Variant: Devil Summoning

[–]

Some devils can have an action option that allows them to summon other devils.

Summon Devil (1/Day).

The devil chooses what to summon and attempts a magical summoning.

  • A barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

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A lemure that dies in the Nine Hells comes back to life with all its hit points in [[/r 1d10]] days unless it is killed by a good-aligned creature with a @spell[bless] spell cast on that creature or its remains are sprinkled with holy water.

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Эта пустая стальная оболочка громыхает при передвижении, тяжелые пластины стучат и трутся друг о друга. Оживленный доспех похож на мстительный дух павшего рыцаря. Тяжеловесный, но настойчивый, этот волшебный страж почти всегда одет в пластинчатый доспех.

Для большей угрозы, оживленный доспех часто может произносить заготовленную речь. Например, доспех может предупреждать о чем-то, спрашивать пароли или загадывать загадки. Очень редко они могут вести настоящий разговор.

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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.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

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Пока существо остается без движения, оно неотличимо от окружающей обстановки.

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In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.

Night Haunters.

By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.

Magical Ogres.

Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items.

[–]

Lock the door, blow out the light;

The hungry oni haunts the night.

Hide and tremble, little one;

The oni wants to have some fun.

Hear it scratching on the door;

See its shadow cross the floor.

The sun won't rise for quite a while;

Till then, beware the oni's smile.

— Children's rhyme

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The oni makes two attacks, either with its claws or its glaive.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage.

","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":[["1d8 + @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":{"mgc":true},"proficient":1},"name":"Claw (Oni Form Only)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/melee/strike-slashes-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"claw%20(oni%20form%20only)_oni_mm_mm"}},"effects":[],"_id":"63xYirKB2YRfruw8","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) slashing damage, or 9 ([[/r 1d10 + 4]]) slashing damage in Small or Medium form.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":6,"price":{"value":20,"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":10,"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":[["2d10 + @mod","slashing"],["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"glaive","properties":{"hvy":true,"two":true,"rch":true,"mgc":true},"proficient":1},"name":"Glaive","type":"weapon","img":"icons/weapons/polearms/glaive-simple.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Glaive"},"plutonium":{"page":"monsterAction","source":"MM","hash":"glaive_oni_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"zqARXRQT7Xhf5tot","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

","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_oni_mm_mm"}},"effects":[],"_id":"5w8FKtnOeK1rqhRj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"7V0WBh6CVDcr1b6t","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The oni's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_oni_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"TATNZk6v4VDHNIpp","name":"Regeneration","type":"feat","system":{"description":{"value":"

The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

","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/life/heart-cross-strong-purple-orange.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"regeneration_oni_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кольчуга","type":"equipment","system":{"description":{"value":"

Изготовленная из переплетающихся металлических колец кольчуга включает также слой стёганой ткани, надеваемой под низ, дабы предотвратить натирание и смягчать удары. В комплект входят рукавицы.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":55,"price":{"value":75,"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":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainmail","speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":1},"img":"icons/commodities/metal/mail-chain-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Chain Mail"},"plutonium":{"page":"items.html","source":"PHB","hash":"chain%20mail_phb"}},"effects":[],"_id":"QJHY2RwIHkJV6No4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965617,"modifiedTime":1695376965617,"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":1,"max":"1","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":"wis","dc":null,"scaling":"cha"},"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":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":"CJuV9nAA3UfziCup","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965675,"modifiedTime":1695376965675,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Конус холода","type":"spell","system":{"description":{"value":"

Из Ваших рук вырывается волна холодного воздуха. Все существа в 60-футовом конусе должны совершить спасбросок Телосложения. Существа получают урон холодом [[/r 8d8]] при провале, или половину этого урона при успехе. Существа, убитые этим заклинанием, становятся замороженными статуями, пока не растают.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"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":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cone of Cold"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"}},"effects":[],"_id":"9IeJ9Re6Gd7me8V1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965704,"modifiedTime":1695376965704,"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":"N29PMV03LHFhUonE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965740,"modifiedTime":1695376965740,"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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":"innate","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":"dJ5WOlQVnHGVrmne","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965772,"modifiedTime":1695376965772,"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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"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":"hm6MDGyzzU6RUqUJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965800,"modifiedTime":1695376965800,"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":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":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":"QY6u3UlIOmtyTvSA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376965827,"modifiedTime":1695376965827,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.bEXerKb6glLrgl9d.Item.hm6MDGyzzU6RUqUJ], @UUID[Actor.bEXerKb6glLrgl9d.Item.QY6u3UlIOmtyTvSA]

  • 1/day each: @UUID[Actor.bEXerKb6glLrgl9d.Item.CJuV9nAA3UfziCup], @UUID[Actor.bEXerKb6glLrgl9d.Item.9IeJ9Re6Gd7me8V1], @UUID[Actor.bEXerKb6glLrgl9d.Item.N29PMV03LHFhUonE], @UUID[Actor.bEXerKb6glLrgl9d.Item.dJ5WOlQVnHGVrmne]

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

Draconic Nature.

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

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

Half-Dragon Template[–]

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

Challenge.

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

Senses.

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

Resistances.

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

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

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

New Action: Breath Weapon.

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

SizeBreath WeaponOptional Prerequisite
Large or smallerAs a wyrmlingChallenge 2 or higher
HugeAs a young dragonChallenge 7 or higher
GargantuanAs an adult dragonChallenge 8 or higher

Sample Half-Dragon[–]

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

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

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

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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+3]]{+3} to hit, range 100/400 ft., one target. Hit: 6 ([[/r 1d10 + 1]]) piercing damage.

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

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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.

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

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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.

","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":"ugcrNlkFCzFrgRUj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914533,"modifiedTime":1695376914533,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • At will: @UUID[Actor.735113wjPwO6wAMl.Item.ugcrNlkFCzFrgRUj]

  • 3/day each: @UUID[Actor.735113wjPwO6wAMl.Item.UfZXM4TBLAPkJTXc], @UUID[Actor.735113wjPwO6wAMl.Item.E3AYPuph8dbMkn7M]

  • 1/day each: @UUID[Actor.735113wjPwO6wAMl.Item.f0ML5GRhpSEYuLFg] (@creature[fire elemental] only), @UUID[Actor.735113wjPwO6wAMl.Item.PEJqx8GwjPBbOcTy], @UUID[Actor.735113wjPwO6wAMl.Item.Bct3s5KLK9FxXNRN], @UUID[Actor.735113wjPwO6wAMl.Item.x6W2qqhx1ySRJ23g], @UUID[Actor.735113wjPwO6wAMl.Item.Y3x0sMLZVvyObnDu], @UUID[Actor.735113wjPwO6wAMl.Item.Fwioec6wVRUDbAza]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_efreeti_mm_mm"}},"effects":[],"_id":"LTUBEsP8eGJhzVEU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914554,"modifiedTime":1695376914554,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376913915,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":5000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Лич/Lich","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"lich_mm"},"core":{}},"_id":"eBf9ROE43vWvvZNg","img":"foundryvtt-static/tokens/lich.webp","system":{"abilities":{"str":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":135,"max":135,"temp":0,"tempmax":0,"formula":"18d8 + 54"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.

A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Secrets of Undeath.

No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.

A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.

With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.

Soul Sacrifices.

A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the @spell[imprisonment] spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a @spell[dispel magic] cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.

A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.

Death and Restoration.

When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location.

Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself.

Lonely Existence.

From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair.

Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King.

Magic Collectors.

Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack.

Undead Nature.

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

A Lich's Lair.

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions[–]

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

  • The lich rolls a [[/r d8]] and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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Melee Spell Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) cold damage. The target must succeed on a DC 18 Constitution saving throw or be @condition[paralyzed] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

","chat":"","unidentified":""},"source":"MM","activation":{"type":"special","cost":null,"condition":"If the lich 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)_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ziy8DIkx9jB0FNte","name":"Rejuvenation","type":"feat","system":{"description":{"value":"

If it has a phylactery, a destroyed lich gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

","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_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"TM1JG5FZ5DEW9dRx","name":"Turn Resistance","type":"feat","system":{"description":{"value":"

The lich has advantage on saving throws against any effect that turns undead.

","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/skills/toxins/poison-bottle-corked-fire-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"turn%20resistance_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VSDuclZIjtyvLy67","name":"Cantrip","type":"feat","system":{"description":{"value":"

The lich casts a cantrip.

","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/sundries/documents/document-symbol-eye.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"cantrip_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xDJmthReI13V52Oe","name":"Paralyzing Touch","type":"feat","system":{"description":{"value":"

The lich uses its Paralyzing Touch.

","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.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"paralyzing%20touch_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tRKsReX2x3CG5k2s","name":"Frightening Gaze","type":"feat","system":{"description":{"value":"

The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become @condition[frightened] for 1 minute. The @condition[frightened] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

","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":"wis","dc":18,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"frightening%20gaze_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jSj0hu4zlV96yJfG","name":"Disrupt Life","type":"feat","system":{"description":{"value":"

Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 ([[/r 6d6]]) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"cha"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"disrupt%20life_lich_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The lich 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 lich regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.VSDuclZIjtyvLy67]{Cantrip}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.xDJmthReI13V52Oe]{Paralyzing Touch}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.tRKsReX2x3CG5k2s]{Frightening Gaze}
  • @UUID[Actor.eBf9ROE43vWvvZNg.Item.jSj0hu4zlV96yJfG]{Disrupt Life}
\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":"9Tc78nTl8cJr0UJZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich rolls a d8 and regains a spell ...","type":"feat","system":{"description":{"value":"

The lich rolls a [[/r d8]] and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

","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%20lich%20rolls%20a%20d8%20and%20regains%20a%20spell%20..._lich_mm_mm"}},"effects":[],"_id":"TdryuFwdlJCXh1AR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich targets one creature it can see ...","type":"feat","system":{"description":{"value":"

The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.

","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":[],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20the%20lich%20targets%20one%20creature%20it%20can%20see%20..._lich_mm_mm"}},"effects":[],"_id":"T13Z9sicrZSjWjNJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The lich calls forth the spirits of ...","type":"feat","system":{"description":{"value":"

The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ([[/r 15d6]]) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

","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":[["15d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"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%20the%20lich%20calls%20forth%20the%20spirits%20of%20..._lich_mm_mm"}},"effects":[],"_id":"q3mCAgjLh6i6TQPu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950222,"modifiedTime":1695376950222,"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":"tnBPhv3crtQFIHEk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950263,"modifiedTime":1695376950263,"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":"FHPT90OuiOO0TPz9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950282,"modifiedTime":1695376950282,"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":"tgt9SYBP98KaVrcM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950312,"modifiedTime":1695376950312,"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":"Oq564YUrLTbUKlaV","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950331,"modifiedTime":1695376950331,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"jM0Wx9XABQp0Rknp","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950352,"modifiedTime":1695376950352,"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":"EYA2twUo1eHkRzc4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950374,"modifiedTime":1695376950374,"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":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"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":"kdnyJ9fp9xUcUU1K","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950411,"modifiedTime":1695376950411,"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":"6xhTGPW3jNlCU8aL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950442,"modifiedTime":1695376950442,"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":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":"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":"prepared","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":"o9vK5vAAZxevW8O4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950472,"modifiedTime":1695376950472,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Melf's Acid Arrow","type":"spell","system":{"description":{"value":"

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes [[/r 4d4]] acid damage immediately and [[/r 2d4]] acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by [[/r 1d4]] for each slot level above 2nd.

","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":90,"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":[["4d4[immediate]","acid"],["(@item.level)d4[end of turn]","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"powdered rhubarb leaf and an adder's stomach","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/weapons/ammunition/arrow-broadhead-bent-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"melf's%20acid%20arrow_phb","propDroppable":"spell"}},"effects":[],"_id":"BaxExmeUptxI4muu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950504,"modifiedTime":1695376950504,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"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":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"fpetJmuxjLmhjfU7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950539,"modifiedTime":1695376950539,"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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"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":"V0K1fRPF5pZIidX0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950574,"modifiedTime":1695376950574,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Контрзаклинание","type":"spell","system":{"description":{"value":"

Вы пытаетесь прервать процесс накладывания заклинания. Если существо сотворяет заклинание 3 уровня или ниже, его заклинание проваливается, и не оказывает никакого эффекта. Если оно накладывало заклинание 4 круга или выше, совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе заклинание проваливается и не оказывает никакого эффекта.

\n

На больших уровнях.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, заклинание существа не срабатывает, если его уровень не превышает уровня использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"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":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Counterspell"},"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"}},"effects":[],"_id":"s2VVGFdYtYaqbAM5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950621,"modifiedTime":1695376950621,"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":"WRKoUraYKA1NflDT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950651,"modifiedTime":1695376950651,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный шар","type":"spell","system":{"description":{"value":"

Яркий луч вылетает из Вашего указательного пальца в точку, выбранную вами в пределах дистанции, где и происходит взрыв пламени с гулким рёвом. Все существа в пределах сферы с радиусом 20 футов с центром в этой точке должны совершить спасбросок Ловкости. Цель получает урон огнём [[/r 8d6]] при провале или половину этого урона при успехе. Этот огонь огибает углы. Он воспламеняет горючие предметы, 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"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":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fireball"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"}},"effects":[],"_id":"1MKo6fMPzEBON8pJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950699,"modifiedTime":1695376950699,"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":"mKSuDHCXW9CYnS33","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950741,"modifiedTime":1695376950741,"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":"E5uFNfLP3663x1HH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950779,"modifiedTime":1695376950779,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Облако смерти","type":"spell","system":{"description":{"value":"

Вы создаёте сферу с радиусом 20 футов из ядовитого жёлто-зелёного тумана с центром на точке, выбранной вами в пределах дистанции. Этот туман огибает углы. Он существует, пока активно заклинание, или пока сильный ветер его не развеет, окончив длительность. Его пространство — @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#vision-and-light]{сильно заслонённая местность}.

\n

Когда существо впервые за ход входит в область заклинания или начинает там ход, оно должно совершить спасбросок Телосложения. Существо получает урон ядом [[/r 5d8]] при провале или половину этого урона в случае успеха. Существо попадает под действие заклинания даже если задерживает дыхание или вообще не должно дышать.

\n

Облако в начале каждого Вашего хода перемещается на 10 футов прочь от вас, катясь по поверхности. Испарения, будучи тяжелее воздуха, стекаются вниз, и даже могут проникать в отверстия.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] 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":120,"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":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/creatures/slimes/slime-movement-swirling-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cloudkill"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cloudkill_phb","propDroppable":"spell"}},"effects":[],"_id":"SEbRXP2tMScQ51QB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950826,"modifiedTime":1695376950826,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"4j2O6eAxfkoeRe8k","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950874,"modifiedTime":1695376950874,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Распад","type":"spell","system":{"description":{"value":"

Тонкий зелёный луч вылетает из Вашего указательного пальца в цель, которую вы видите в пределах дистанции. Цель может быть существом, предметом или творением из магической силы, например, стеной, созданной заклинанием Силовая стена.

\n

Существо, ставшее целью этого заклинания, должно совершить спасбросок Ловкости. При провале оно получает урон силовым полем [[/r 10d6 + 40]]. Если этот урон опускает хиты цели до 0, она распадается.

\n

Распавшееся существо, а также всё, что оно несло и носило, кроме магических предметов, превращается в кучку мелкого серого порошка. Такое существо можно вернуть к жизни только посредством заклинания Истинное воскрешение или Исполнение желаний.

\n

Это заклинание вызывает автоматический распад немагических предметов и творений из магической силы с размером не больше Большого. Если цель — предмет или творение из магической силы с размером Огромное или больше, заклинание вызывает распад его части в кубе с длиной ребра 10 футов. На магические предметы это заклинание не действует.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, урон увеличивается на [[/r 3d6]] за каждый уровень ячейки выше 6-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":"","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":[["10d6 + 40","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":6,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a lodestone and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"3d6"}},"img":"icons/magic/earth/strike-body-stone-crumble.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disintegrate"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disintegrate_phb","propDroppable":"spell"}},"effects":[],"_id":"Mhu5AxsxEyWfKXVh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950919,"modifiedTime":1695376950919,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сфера неуязвимости","type":"spell","system":{"description":{"value":"

Вокруг вас возникает неподвижный слабо мерцающий барьер с радиусом 10 футов, существующий, пока активно заклинание.

\n

Все заклинания 5 уровня и ниже, наложенные снаружи барьера, не могут подействовать на существ и предметы, находящиеся внутри, даже если заклинание наложено с помощью ячейки большего уровня. Такие заклинания могут быть нацелены на существ и предметы, находящиеся внутри барьера, но не будут на них воздействовать. Пространство, защищённое барьером, тоже не включается в область действия таких заклинаний.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, барьер блокирует заклинания на один уровень выше за каждый уровень ячейки выше 6-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Globe of Invulnerability"},"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"}},"effects":[],"_id":"fOXLS3zC8rFJejqQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376950966,"modifiedTime":1695376950966,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Перст смерти","type":"spell","system":{"description":{"value":"

Вы посылаете негативную энергию в видимое вами существо в пределах дистанции, вызывая у него сильную боль. Цель должна совершить спасбросок Телосложения. В случае провала она получает урон некротической энергией [[/r 7d8 + 30]], или половину этого урона в случае успеха. Гуманоид, убитый этим заклинанием, воскресает в начале Вашего следующего хода как зомби, постоянно находящийся под Вашим командованием и выполняющий Ваши устные команды.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["7d8 + 30","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":7,"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/death/hand-undead-skeleton-fire-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Finger of Death"},"plutonium":{"page":"spells.html","source":"PHB","hash":"finger%20of%20death_phb","propDroppable":"spell"}},"effects":[],"_id":"iPvUdyOMwYV27toE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951019,"modifiedTime":1695376951019,"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":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"int"},"level":7,"school":"con","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":"prepared","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":"CbWeHIlnf5XA2LDZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951090,"modifiedTime":1695376951090,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подчинение чудовища","type":"spell","system":{"description":{"value":"

Вы пытаетесь взять под контроль существо, которого видите в пределах дистанции. Существо должно преуспеть в спасброске Мудрости, иначе оно станет @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованным} вами на время действия заклинания. Если вы или дружественные вам существа сражаются с ним, оно 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 9-го уровня, его длительность – концентрация, до 8 часов.

","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":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":8,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/skull-horned-goat-pentagram-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dominate Monster"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dominate%20monster_phb","propDroppable":"spell"}},"effects":[],"_id":"gM0NzdnkbWlEd5Rq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951123,"modifiedTime":1695376951123,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"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/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"SByQD77hZmPpU0W6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951161,"modifiedTime":1695376951161,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: смерть","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, заставляющее существо, которое вы видите в пределах дистанции, мгновенно умереть. Если у выбранного вами существа не больше 100 хитов, он умирает. В противном случае это заклинание не оказывает никакого эффекта.

","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":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"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/sundries/documents/document-symbol-skull-tan.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Kill"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20kill_phb","propDroppable":"spell"}},"effects":[],"_id":"nc7BxjOsrPb9zNCs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951208,"modifiedTime":1695376951208,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, [[/r 1d20+12]]{+12} to hit with spell attacks). The lich has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.eBf9ROE43vWvvZNg.Item.tnBPhv3crtQFIHEk], @UUID[Actor.eBf9ROE43vWvvZNg.Item.FHPT90OuiOO0TPz9], @UUID[Actor.eBf9ROE43vWvvZNg.Item.tgt9SYBP98KaVrcM]

  • 1st level (4 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.Oq564YUrLTbUKlaV], @UUID[Actor.eBf9ROE43vWvvZNg.Item.jM0Wx9XABQp0Rknp], @UUID[Actor.eBf9ROE43vWvvZNg.Item.EYA2twUo1eHkRzc4], @UUID[Actor.eBf9ROE43vWvvZNg.Item.kdnyJ9fp9xUcUU1K]

  • 2nd level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.6xhTGPW3jNlCU8aL], @UUID[Actor.eBf9ROE43vWvvZNg.Item.o9vK5vAAZxevW8O4], @UUID[Actor.eBf9ROE43vWvvZNg.Item.BaxExmeUptxI4muu], @UUID[Actor.eBf9ROE43vWvvZNg.Item.fpetJmuxjLmhjfU7]

  • 3rd level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.V0K1fRPF5pZIidX0], @UUID[Actor.eBf9ROE43vWvvZNg.Item.s2VVGFdYtYaqbAM5], @UUID[Actor.eBf9ROE43vWvvZNg.Item.WRKoUraYKA1NflDT], @UUID[Actor.eBf9ROE43vWvvZNg.Item.1MKo6fMPzEBON8pJ]

  • 4th level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.mKSuDHCXW9CYnS33], @UUID[Actor.eBf9ROE43vWvvZNg.Item.E5uFNfLP3663x1HH]

  • 5th level (3 slots): @UUID[Actor.eBf9ROE43vWvvZNg.Item.SEbRXP2tMScQ51QB], @UUID[Actor.eBf9ROE43vWvvZNg.Item.4j2O6eAxfkoeRe8k]

  • 6th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.Mhu5AxsxEyWfKXVh], @UUID[Actor.eBf9ROE43vWvvZNg.Item.fOXLS3zC8rFJejqQ]

  • 7th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.iPvUdyOMwYV27toE], @UUID[Actor.eBf9ROE43vWvvZNg.Item.CbWeHIlnf5XA2LDZ]

  • 8th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.gM0NzdnkbWlEd5Rq], @UUID[Actor.eBf9ROE43vWvvZNg.Item.SByQD77hZmPpU0W6]

  • 9th level (1 slot): @UUID[Actor.eBf9ROE43vWvvZNg.Item.nc7BxjOsrPb9zNCs]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_lich_mm_mm"}},"effects":[],"_id":"J7nYyCJy39g1iRmS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376951254,"modifiedTime":1695376951254,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376949976,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":19500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Багбер/Bugbear","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bugbear_mm"},"core":{}},"_id":"DQiGpTvAhxuTPmK9","img":"foundryvtt-static/tokens/bugbear.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":27,"max":27,"temp":0,"tempmax":0,"formula":"5d8 + 5"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

Goblinoids.

Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.

Followers of Hruggek.

Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.

Venal Ambushers.

Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.

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

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

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 30/120 ft., one target. Hit: 9 ([[/r 2d6 + 2]]) piercing damage in melee or 5 ([[/r 1d6 + 2]]) piercing damage at range.

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A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

","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/skills/melee/unarmed-punch-fist-yellow-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"brute_bugbear_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376896563,"modifiedTime":1695376896563,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"R1oztL3bq1iWtQRp","name":"Surprise Attack","type":"feat","system":{"description":{"value":"

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ([[/r 2d6]]) damage from the attack.

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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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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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An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Planetar.

Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception.

Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.

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The planetar makes two melee 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_planetar_mm_mm"}},"effects":[],"_id":"odAtEY1SazJ4EpXr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 21 ([[/r 4d6 + 7]]) slashing damage plus 22 ([[/r 5d8]]) radiant damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":[["4d6 + @mod","slashing"],["5d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"hvy":true,"two":true},"proficient":1},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatsword_planetar_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"L0GTzlY0biWic72r","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Healing Touch","type":"feat","system":{"description":{"value":"

The planetar touches another creature. The target magically regains 30 ([[/r 6d8 + 3]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","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":4,"max":"4","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(4%2fday)_planetar_mm_mm"}},"effects":[],"_id":"yLAXIgifEIXNnczb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9273NUrAFSUl1ByT","name":"Angelic Weapons","type":"feat","system":{"description":{"value":"

The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra [[/r 5d8]] radiant damage (included in the attack).

","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":[["5d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"8LGLVnWqmm5fPZaX","name":"Divine Awareness","type":"feat","system":{"description":{"value":"

The planetar knows if it hears a lie.

","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/eye-red-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"divine%20awareness_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2mOYuQBnYJoKXUSi","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The planetar 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_planetar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970200,"modifiedTime":1695376970200,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Общение","type":"spell","system":{"description":{"value":"

Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"YpXYmDnKfcmormyr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970258,"modifiedTime":1695376970258,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"Z35rQPAACXv2HWUf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970283,"modifiedTime":1695376970283,"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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"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":"innate","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":"yQXU7P2iSN8huCnb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970320,"modifiedTime":1695376970320,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Стена клинков","type":"spell","system":{"description":{"value":"

Вы создаёте вертикальную стену из крутящихся бритвенно-острых клинков из магической энергии. Стена появляется в пределах дистанции и существует столько, сколько активно это заклинание. Вы можете создать прямую стену длиной 100 фт., высотой 20 фт. и толщиной 5 фт., или закольцованную стену диаметром 60 фт., высотой 20 фт. и толщиной 5 фт. Стена предоставляет существам, находящимся за ней, @UUID[Compendium.dnd5e.rules.6PfYpwxkdQkyS6b7.JournalEntryPage.kYIupxHL0v6kzLMq]{укрытие} на три четверти, и ее пространство является @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимой местностью}.

\n

Когда существо впервые за ход входит в пространство стены или начинает там ход, оно должно совершить спасбросок Ловкости. При провале существо получает рубящий урон [[/r 6d10]]. При успешном спасброске существо получает половину урона.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"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":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","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/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blade Barrier"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"}},"effects":[],"_id":"M658sMVWzcZpW0Mk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970343,"modifiedTime":1695376970343,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

\n

Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

\n

Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

\n

Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"MndlTyXlguqX82bP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970370,"modifiedTime":1695376970370,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Небесный огонь","type":"spell","system":{"description":{"value":"

В указанном вами месте возникает вертикальная колонна божественного пламени. Все существа в цилиндре с радиусом 10 фт. и высотой 40 фт. с центром на точке в пределах дистанции должны совершить спасбросок Ловкости. Существо получает урон излучением [[/r 4d6]] и урон огнём [[/r 4d6]] при провале и половину урона при успехе.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон огнём или урон излучением (на ваш выбор) увеличивается на [[/r 1d6]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"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":[["4d6","radiant"],["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/fire/explosion-flame-lightning-strike.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flame Strike"},"plutonium":{"page":"spells.html","source":"PHB","hash":"flame%20strike_phb","propDroppable":"spell"}},"effects":[],"_id":"be9dkcF0ipn2jSHa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970391,"modifiedTime":1695376970391,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Оживление","type":"spell","system":{"description":{"value":"

Вы возвращаете к жизни мёртвое существо, которого касаетесь, при условии, что оно мертво не более 10 дней. Если душа этого существа может воссоединиться с телом и хочет этого, существо воскрешается с 1 хитом.

\n

Это заклинание также нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт. Это заклинание не может оживить нежить.

\n

Это заклинание исцеляет все раны, но не восстанавливает отсутствующие части тела. Если у существа отсутствуют жизненно важные части тела — например, голова — заклинание автоматически проваливается.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","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":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/death/hand-dirt-undead-zombie.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Raise Dead"},"plutonium":{"page":"spells.html","source":"PHB","hash":"raise%20dead_phb","propDroppable":"spell"}},"effects":[],"_id":"VpHxyZudBEcAtlhN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970410,"modifiedTime":1695376970410,"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":"auAGRZHyKNdgi8lM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970431,"modifiedTime":1695376970431,"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":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":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":"U77xDvSRbcx0dSAx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376970451,"modifiedTime":1695376970451,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.SciG1upB8Z1YcqMw.Item.auAGRZHyKNdgi8lM], @UUID[Actor.SciG1upB8Z1YcqMw.Item.U77xDvSRbcx0dSAx] (self only)

  • 3/day each: @UUID[Actor.SciG1upB8Z1YcqMw.Item.M658sMVWzcZpW0Mk], @UUID[Actor.SciG1upB8Z1YcqMw.Item.MndlTyXlguqX82bP], @UUID[Actor.SciG1upB8Z1YcqMw.Item.be9dkcF0ipn2jSHa], @UUID[Actor.SciG1upB8Z1YcqMw.Item.VpHxyZudBEcAtlhN]

  • 1/day each: @UUID[Actor.SciG1upB8Z1YcqMw.Item.YpXYmDnKfcmormyr], @UUID[Actor.SciG1upB8Z1YcqMw.Item.Z35rQPAACXv2HWUf], @UUID[Actor.SciG1upB8Z1YcqMw.Item.yQXU7P2iSN8huCnb]

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Волки встречаются в субарктических и умеренных регионах мира, где они часто передвигаются стаями через холмы и леса.

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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.

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Существо совершает с преимуществом проверки Мудрости (Восприятие), полагающиеся на слух или нюх.

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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.

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A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 ([[/r 3d4]]) poison damage.

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Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.

Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.

Distant Prophet-Kings.

Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.

Detached Oracles.

Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.

Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.

Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.

Solitary Lives.

Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.

Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option.

Thunderous Stomp (Recharge [[/r 1d6]]{6}).

The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 ([[/r 6d10]]) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.

Source: SKT, page 246
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The giant makes two greatsword attacks.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 30 ([[/r 6d6 + 9]]) slashing damage.

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Ranged Weapon Attack: [[/r 1d20+14]]{+14} to hit, range 60/240 ft., one target. Hit: 35 ([[/r 4d12 + 9]]) bludgeoning damage.

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The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 ([[/r 12d8]]) lightning damage on a failed save, or half as much damage on a successful one.

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The giant can breathe air and water.

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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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":45,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"scalemail","speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":1},"img":"icons/equipment/chest/breastplate-scale-grey.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scale Mail"},"plutonium":{"page":"items.html","source":"PHB","hash":"scale%20mail_phb"}},"effects":[],"_id":"nUSlfYagl1UfeYqf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990887,"modifiedTime":1695376990887,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"NnRIQmUFlrD8Igwb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990918,"modifiedTime":1695376990918,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Подводное дыхание","type":"spell","system":{"description":{"value":"

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":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":"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":"innate","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":"YtrTJsLmS64QxFpT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990955,"modifiedTime":1695376990955,"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":"OZQWFKztnwODdfQF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376990987,"modifiedTime":1695376990987,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Падение пёрышком","type":"spell","system":{"description":{"value":"

Выберите до пяти падающих существ в пределах дистанции. До окончания действия заклинания их скорость падения уменьшается до 60 футов в раунд. Если такое существо приземлится до окончания заклинания, оно не получает урон от падения и может приземлиться на ноги, и тогда заклинание оканчивает действие на него.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":5,"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":"cha","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":1,"school":"trs","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small feather or a piece of down","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/materials/feather-white-glowing-fire.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Feather Fall"},"plutonium":{"page":"spells.html","source":"PHB","hash":"feather%20fall_phb","propDroppable":"spell"}},"effects":[],"_id":"BMhXJkdlYbXR5wAn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991012,"modifiedTime":1695376991012,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Левитация","type":"spell","system":{"description":{"value":"

Одно выбранное вами существо или никем не несомый и не носимый предмет, видимые в пределах дистанции, поднимается вертикально на расстояние до 20 футов, и остается висеть там на время действия заклинания. Заклинание может заставить левитировать цель, весящую до 500 фунтов. Несогласное существо, преуспевшее в спасброске Телосложения, не попадает под действие этого заклинания.

\n

Цель может перемещаться только отталкиваясь от твердых предметов и поверхностей (таких как стены и потолок), а также подтягиваясь за них, что позволяет перемещаться так, как если бы они лазали. В свой ход вы можете изменить высоту цели на 20 футов в любом направлении. Если целью являетесь вы сами, вы можете частью перемещения двигаться вверх или вниз. В противном случае, вы можете действием переместить цель, которая должна оставаться при этом в пределах досягаемости заклинания.

\n

Когда заклинание оканчивается, если цель все еще находится в воздухе, она плавно опускается на землю.

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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":"cha","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"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":"0LbqDu1QyF6tq1jc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991061,"modifiedTime":1695376991061,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.OZQWFKztnwODdfQF], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.BMhXJkdlYbXR5wAn], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.ITgFAbTAWHjjJOBn], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.0LbqDu1QyF6tq1jc]

  • 3/day each: @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.NnRIQmUFlrD8Igwb], @UUID[Actor.Ohp6qttyJ5DMPpDP.Item.YtrTJsLmS64QxFpT]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_storm%20giant_mm_mm"}},"effects":[],"_id":"Zb9RBkQQMc3PlRjb","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376991092,"modifiedTime":1695376991092,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376989358,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":11700000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Драук/Drider","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"drider_mm"},"core":{}},"_id":"Osxavknvd44tsadr","img":"foundryvtt-static/tokens/drider.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":123,"max":123,"temp":0,"tempmax":0,"formula":"13d10 + 52"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"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":"wis"},"details":{"biography":{"value":"

When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.

Scarred for Life.

Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.

On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen.

[–]

I failed the Spider Queen once. Never again.

— Pellanistra the drider

Variant: Drider Spellcasting

[–]

Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows.

Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, [[/r 1d20+6]]{+6} to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

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The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 2 ([[/r 1d4]]) piercing damage plus 9 ([[/r 2d8]]) poison damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) slashing damage, or 8 ([[/r 1d10 + 3]]) slashing damage if used with two hands.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 150/600 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 4 ([[/r 1d8]]) poison damage.

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The drider has advantage on saving throws against being @condition[charmed], and magic can't put the drider to sleep.

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The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

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The drider ignores movement restrictions caused by webbing.

","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/legs-insect-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"web%20walker_drider_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909451,"modifiedTime":1695376909451,"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":1,"max":"1","per":"day","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":"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":"innate","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":"Nu6bhWAo1mvphAvv","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909493,"modifiedTime":1695376909493,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огонь фей","type":"spell","system":{"description":{"value":"

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}

","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":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/explosion-star-glow-silhouette.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Faerie Fire"},"plutonium":{"page":"spells.html","source":"PHB","hash":"faerie%20fire_phb","propDroppable":"spell"}},"effects":[],"_id":"y61kgOlpn5s0xKhU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909523,"modifiedTime":1695376909523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Пляшущие огоньки","type":"spell","system":{"description":{"value":"

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.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"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":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/orbs-firefly-hand-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dancing Lights"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dancing%20lights_phb","propDroppable":"spell"}},"effects":[],"_id":"0Ek8TyDTNuNMLge6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909548,"modifiedTime":1695376909548,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.Osxavknvd44tsadr.Item.0Ek8TyDTNuNMLge6]

  • 1/day each: @UUID[Actor.Osxavknvd44tsadr.Item.Nu6bhWAo1mvphAvv], @UUID[Actor.Osxavknvd44tsadr.Item.y61kgOlpn5s0xKhU]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_drider_mm_mm"}},"effects":[],"_id":"Ty4R609WzyNkZUsh","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376909587,"modifiedTime":1695376909587,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376909127,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":11900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Ночной клинок/Night Blade","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"BGDIA","hash":"night%20blade_bgdia"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"maxPreparedSpells":null,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}}},"_id":"gBIadkXO03dvpdNC","img":"foundryvtt-static/tokens/night-blade.webp","system":{"abilities":{"str":{"value":11,"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":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"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":11,"max":11,"temp":null,"tempmax":null,"formula":"2d8 + 2"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":null,"climb":null,"fly":null,"swim":null,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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":0.25,"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":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":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":"Ночной клинок","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/night-blade.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":"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":"eb9N1PawKNKkzyYa","_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1697455482105,"modifiedTime":1705578385476,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"BWCkn2GP1sNYQr7u","sort":54400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}},{"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.

","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":"Compendium.sc-creatures.sc-creature-features.Item.P5f4t3EG3aF17kC4"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705574998726,"modifiedTime":1705578390224,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"3nOYSf1vcvkiiVcc","sort":400000}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1705575005861,"modifiedTime":1705705930221,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Взрослый красный дракон/Adult Red Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"adult%20red%20dragon_mm"},"core":{}},"_id":"upDB4EdBTQQ87hEZ","img":"foundryvtt-static/tokens/adult-red-dragon.webp","system":{"abilities":{"str":{"value":27,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"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":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":256,"max":256,"temp":0,"tempmax":0,"formula":"19d12 + 133"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":40,"fly":80,"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":"

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:

  • 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.
  • 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].
  • 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].
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:

  • Small earthquakes are common within 6 miles of the dragon's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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.

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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.

","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%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":"78INUqOIvRZW1yIy","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_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
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.78INUqOIvRZW1yIy]{Detect}
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.iLcEKlYue87tgDfI]{Tail Attack}
  • @UUID[Actor.upDB4EdBTQQ87hEZ.Item.hxlCoJxJldZLPqTn]{Wing Attack}
\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:

  • 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.

","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_adult%20red%20dragon_mm_mm"}},"effects":[],"_id":"F8eAhhVfrF4hH0FT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875096,"modifiedTime":1695376875096,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376874790,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":29400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Молодой зелёный дракон/Young Green Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20green%20dragon_mm"},"core":{}},"_id":"VW8mKz8utQ3Lj8hO","img":"foundryvtt-static/tokens/young-green-dragon.webp","system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"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":136,"max":136,"temp":0,"tempmax":0,"formula":"16d10 + 48"},"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":30,"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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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

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The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 ([[/r 12d6]]) 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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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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If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked @condition[prone].

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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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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

A creature reduced to 0 hit points by a swarm of centipedes is stable but @condition[poisoned] for 1 hour, even after regaining hit points, and @condition[paralyzed] while @condition[poisoned] in this way.

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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.

A creature reduced to 0 hit points by a swarm of centipedes is stable but @condition[poisoned] for 1 hour, even after regaining hit points, and @condition[paralyzed] while @condition[poisoned] in this way.

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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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Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

Master's Amulet.

Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is @condition[incapacitated] until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.

A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.

A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.

Magnificent Treasure.

Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.

Construct Nature.

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

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The guardian makes two fist attacks.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

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The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

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A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

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When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

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Variant: Warhorse Armor

[–]

An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.

ACBarding
12Leather
13Studded leather
14Ring mail
15Scale mail
16Chain mail
17Splint
18Plate
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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning damage.

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If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.

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The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked @condition[prone].

","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","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"str"},"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_winter%20wolf_mm_mm"}},"effects":[],"_id":"xkXybHlN7cjD0OGB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010423,"modifiedTime":1695377010423,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cold Breath","type":"feat","system":{"description":{"value":"

The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 ([[/r 4d8]]) 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":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":[["4d8","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"cold%20breath%20%7b%40recharge%205%7d_winter%20wolf_mm_mm"}},"effects":[],"_id":"TS87GSaBaxkSWFCn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010423,"modifiedTime":1695377010423,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"rYIRCjQOI9KMgzkz","name":"Keen Hearing and Smell","type":"feat","system":{"description":{"value":"

The wolf 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_winter%20wolf_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010423,"modifiedTime":1695377010423,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Uddm4ZPFpiHiPsdj","name":"Pack Tactics","type":"feat","system":{"description":{"value":"

The wolf has advantage on an attack roll against a creature if at least one of the wolf'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_winter%20wolf_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010423,"modifiedTime":1695377010423,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WX9wVgMPz92pZstz","name":"Snow Camouflage","type":"feat","system":{"description":{"value":"

The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

","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/air-wave-gust-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"snow%20camouflage_winter%20wolf_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377010423,"modifiedTime":1695377010423,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009945,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":9000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Молодой золотой дракон/Young Gold Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20gold%20dragon_mm"},"core":{}},"_id":"2mjZAHheonfrzWTl","img":"foundryvtt-static/tokens/young-gold-dragon.webp","system":{"abilities":{"str":{"value":23,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":20,"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":80,"swim":40,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":30,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 3rd. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 3rd. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 uses one of the following breath weapons: @UUID[Actor.2mjZAHheonfrzWTl.Item.WVcwVzFTeCeOvfTP]{Fire Breath} or @UUID[Actor.2mjZAHheonfrzWTl.Item.cYlad8vxWPiUgKvi]{Weakening Breath}

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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 55 ([[/r 10d10]]) fire damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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 can breathe air and water.

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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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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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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:

  • 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.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • 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.

Regional Effects[–]

A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.
  • @spell[Divination] spells cast within the lair by creatures other than the mummy lord have a [[/r 1d100]]{25 percent} chance to provide misleading results, as determined by the DM. If a @spell[divination] spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a @spell[remove curse] spell or other magic.

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.

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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.

","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/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"attack_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":"6SLYTE6o0gwXNexC","name":"Blinding Dust","type":"feat","system":{"description":{"value":"

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
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.5U6zZQQOCdGUAnVd]{Attack}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.6SLYTE6o0gwXNexC]{Blinding Dust}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.EzreKkzGebPT291G]{Blasphemous Word}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.QxN6w6rtW3OBYq1o]{Channel Negative Energy}
  • @UUID[Actor.buXmAxdOUjMDJqWQ.Item.61ITJAMojFbVB1g7]{Whirlwind of Sand}
\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:

  • Cantrips (at will): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.Ftaq8UYHaS5MvRNP], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.BBfIEvEI4EjHt7ot]

  • 1st level (4 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.rWU7irNscKwoSQAT], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.SaxIfzCHPKPVBnvk], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.jT8pBA29QYXWOPC7]

  • 2nd level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.JnMvns9uS658LkZ7], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.XZkLOLLsopvGkom7], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.pPRisCjFq9pm71EY]

  • 3rd level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.t7guRleTzIeQrPfS], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.R1sJ3MbZIdfPxdI2]

  • 4th level (3 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.quJ1DEdGGWvLWmeb], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.HBqcoGqva7HtLMIM]

  • 5th level (2 slots): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.MTPzAihhIRa5ou6c], @UUID[Actor.buXmAxdOUjMDJqWQ.Item.BluNCtCOiVagUnAB]

  • 6th level (1 slot): @UUID[Actor.buXmAxdOUjMDJqWQ.Item.bb17VwrmfR00bVpi]

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Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

Shared Mind.

A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be @condition[poisoned] for 1 minute. If the saving throw fails by 5 or more, the target is instead @condition[poisoned] for 5 ([[/r 1d10]]) minutes and @condition[unconscious] while @condition[poisoned] in this way.

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While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

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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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A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.

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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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ([[/r 1d10]]) fire damage at the start of each of its turns.

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The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 ([[/r 1d10]]) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ([[/r 1d10]]) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ([[/r 1d10]]) fire damage at the start of each of its turns.

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The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

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For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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 uses one of the following breath weapons: @UUID[Actor.nhikalosJc5M6x7j.Item.wIiNJfAiPwN7LJnu]{Acid Breath} or @UUID[Actor.nhikalosJc5M6x7j.Item.wr48rRuzxnAE47v2]{Slowing Breath}

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The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 ([[/r 4d8]]) acid damage on a failed save, or half as much damage on a successful one.

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The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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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

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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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is @condition[incapacitated] in its resting place.

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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.

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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].

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The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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; the dragon can't use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Additional Lair Action.

At your discretion, a legendary (@creature[Adult Gold Dragon||adult] or @creature[Ancient Gold Dragon||ancient]) gold dragon can use the following additional lair action while in its lair:

  • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon until initiative count 20 on the next round.

Regional Effects[–]

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast nine spells, once per day each, requiring no material components. Each spell's level can be no higher than 8th. The dragon's spell save DC is DC 24, and it has [[/r 1d20+16]]{+16} 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 nine spells, once per day each, requiring no material components. Each spell's level can be no higher than 8th. The dragon's spell save DC is DC 24, and it has [[/r 1d20+16]]{+16} 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 24 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":24,"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%20gold%20dragon_mm_mm"}},"effects":[],"_id":"ZMJQRQO9t8Lyu1Nw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kISr8KHgJop1KxsN","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.XhpsNJAyjheqwBqv]{Fire Breath} or @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.lRtkTPF6ieJjhisV]{Weakening 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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XhpsNJAyjheqwBqv","name":"Breath Weapons: Fire Breath","type":"feat","system":{"description":{"value":"

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 ([[/r 13d10]]) 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":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"kISr8KHgJop1KxsN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["13d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":24,"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%20fire%20breath_ancient%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"lRtkTPF6ieJjhisV","name":"Breath Weapons: Weakening Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"kISr8KHgJop1KxsN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":24,"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%20weakening%20breath_ancient%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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%20gold%20dragon_mm_mm"}},"effects":[],"_id":"OvoWVday3Tr9WQaY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"r9zlWwWwv3XKfRw7","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_ancient%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uUX2pZczyztpH6Kp","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XSRcS9MT1L9HgvMq","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Y0uC3rTeiOlMEtSW","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"4BBh6ciWznO30aRE","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"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
  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.XSRcS9MT1L9HgvMq]{Detect}
  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.Y0uC3rTeiOlMEtSW]{Tail Attack}
  • @UUID[Actor.GjjbJln3Pf7CYBJ9.Item.4BBh6ciWznO30aRE]{Wing Attack}
\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":"idVnkCbUX00Gg0He","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376879737,"modifiedTime":1695376879737,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon glimpses the future, so it has ...","type":"feat","system":{"description":{"value":"

The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.

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One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

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Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area 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 region containing a legendary gold 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 end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.

Conflicted Creature.

A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.

Servant of Evil.

Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.

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The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

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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.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 10 ([[/r 1d12 + 4]]) bludgeoning damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 ([[/r 7d8]]) fire damage on a failed save, or half as much damage on a successful one.

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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.

Ice Mephit[–]

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty

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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Рукопашная атака оружием: +3 к попаданию, досягаемость 5 футов, одно существо.

Попадание: Рубящий урон 3 (1к4 + 1) плюс урон холодом 2 (1к4).

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Мефит выдыхает холодный воздух 15-футовым конусом. Все существа в этой области должны преуспеть в спасброске Ловкости Сл 10, получая урон холодом 5 (2к4) при провале, или половину этого урона при успехе.

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Когда мефит умирает, он разлетается во все стороны обломками льда. Все существа в пределах 5 футов от него должны совершить спасбросок Ловкости Сл 10, получая рубящий урон 4 (1к8) при провале, или половину этого урона при успехе.

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Мефит может накладывать @Compendium[sc-spells.sc-spells.2CzE8KsLIdmcvsy6]{Облако тумана / Fog Cloud}, не нуждаясь в материальных компонентах. Его базовой характеристикой является Харизма.

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Пока существо остается без движения, оно неотличимо от окружающей обстановки.

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\n
Вы создаёте сферу тумана радиусом 20 футов вокруг точки в пределах дистанции. Сфера распространяется и за углы, видимость внутри неё @Compendium[laaru-dnd5-hw.sostoyaniya.3salIGyUpQe469BU]{крайне затруднёна}. Она существует, пока длится заклинание или пока её не развеет ветер средней или большей скорости (не менее 10 миль в час).
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, радиус облака увеличивается на 20 футов за каждый круг ячейки выше 1-го.
\n
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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d8 + 5]]) bludgeoning damage.

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If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ([[/r 2d8]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked @condition[prone].

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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 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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Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.

Delvers into Lore.

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks.

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.

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Дальнобойная атака оружием: +5 к попаданию, дистанция 90 футов, одна цель. Попадание: 8 (2к4 + 3) урона некротической энергией.

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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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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage.

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A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for [[/r 1d6]] days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

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

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

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An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

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

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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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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]]) acid damage.

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The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 ([[/r 5d8]]) 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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Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.

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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В облике медведя вермедведь совершает две атаки когтями. В облике гуманоида он совершает две атаки секирой. В облике гибрида он может атаковать либо как медведь, либо как гуманоид.

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

Попадание: Колющий урон 15 (2к10 + 4). Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 14, иначе станет проклятой ликантропией вермедведя.

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

Попадание: Рубящий урон 13 (2к8 + 4).

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Существо может действием превратиться в гибрид зверя и гуманоида Большого размера или зверя Большого размера, 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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As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.

Immortal Splendor.

Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are @condition[petrified], becoming stone monuments to its corruption.

Medusa Lairs.

Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them.

A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair.

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

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Ranged Weapon Attack: [[/r 1d20+5]]{+5} to hit, range 150/600 ft., one target. Hit: 6 ([[/r 1d8 + 2]]) piercing damage plus 7 ([[/r 2d6]]) poison damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"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"],["2d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"longbow","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":1},"name":"Longbow","type":"weapon","img":"icons/weapons/bows/longbow-leather-green.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longbow"},"plutonium":{"page":"monsterAction","source":"MM","hash":"longbow_medusa_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"vki7vdOXTOIm55O2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376956881,"modifiedTime":1695376956881,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"opovCZ4nHW7TSREv","name":"Petrifying Gaze","type":"feat","system":{"description":{"value":"

When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't @condition[incapacitated] and can see the creature. If the saving throw fails by 5 or more, the creature is instantly @condition[petrified]. Otherwise, a creature that fails the save begins to turn to stone and is @condition[restrained]. The @condition[restrained] creature must repeat the saving throw at the end of its next turn, becoming @condition[petrified] on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the @spell[greater restoration] spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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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

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:

  • 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.
  • 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.
  • 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.
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:

  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 6th. 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 two spells, once per day each, requiring no material components. Each spell's level can be no higher than 6th. 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 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 15 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage plus 9 ([[/r 2d8]]) cold damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+14]]{+14} 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 16 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 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 ([[/r 16d8]]) 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.

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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 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.

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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.
\n\t\t\t
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.kjTLG7jPFj3E9Vo4]{Detect}
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.F9U6N6ejOYeoJZIk]{Tail Attack}
  • @UUID[Actor.1FIfwpQ4tlosAPjx.Item.6WE2Yr3BpJHgTtRg]{Wing Attack}
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","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":"NmFtBjvcjpfkqm1S","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Freezing fog fills a 20-foot-radius sphere ...","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"lair","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":30,"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":"","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%20whirling%20wind_ancient%20white%20dragon_mm_mm"}},"effects":[],"_id":"JTkd7xxUhOJH0fhY","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376881747,"modifiedTime":1695376881747,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

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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+5]]{+5} to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 ([[/r 4d6]]) 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":0,"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":[["4d6","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":"Bites","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites_swarm%20of%20quippers_mm_mm"}},"effects":[],"_id":"lxVvI4c35KQYG91Q","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 ([[/r 2d6]]) piercing damage if the swarm has half of its hit points or fewer.

","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":0,"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":[["2d6","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":"Bites (Half Hit Points)","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/teeth-sharp-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"bites%20(half%20hit%20points)_swarm%20of%20quippers_mm_mm"}},"effects":[],"_id":"MkGlV0xLWZGDa2la","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wwLkba6Cq0yvrXYt","name":"Blood Frenzy","type":"feat","system":{"description":{"value":"

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

","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/unholy/strike-beam-blood-large-red-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"blood%20frenzy_swarm%20of%20quippers_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"XSMit46mRzIvIDur","name":"Swarm","type":"feat","system":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

","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-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"swarm_swarm%20of%20quippers_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376993189,"modifiedTime":1695376993189,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"QyDPkOSl4C1jc024","name":"Water Breathing","type":"feat","system":{"description":{"value":"

The swarm can breathe only underwater.

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

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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 3 ([[/r 1d6]]) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked @condition[prone].

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 8 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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 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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An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.

An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it.

Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

Dwellers in Darkness.

Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.

Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

Symbiotic Guardians.

Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow.

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The otyugh makes three attacks: one with its bite and two with its tentacles.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d8 + 3]]) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become @condition[poisoned] until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ([[/r 1d10]]) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

","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":[["2d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"con"},"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_otyugh_mm_mm"}},"effects":[],"_id":"QU2J6VrBmuCB7rM6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376966464,"modifiedTime":1695376966464,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) bludgeoning damage plus 4 ([[/r 1d8]]) piercing damage. If the target is Medium or smaller, it is @condition[grappled] (escape DC 13) and @condition[restrained] until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

","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":[["1d8 + @mod","bludgeoning"],["1d8","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":"Tentacle","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tentacle-purple-white.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tentacle_otyugh_mm_mm"}},"effects":[],"_id":"IcUFAmiy7D5eDlFS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376966464,"modifiedTime":1695376966464,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Tentacle Slam","type":"feat","system":{"description":{"value":"

The otyugh slams creatures @condition[grappled] by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 ([[/r 2d6 + 3]]) bludgeoning damage and be @condition[stunned] until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't @condition[stunned].

","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":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tentacle-pink.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tentacle%20slam_otyugh_mm_mm"}},"effects":[],"_id":"Qf4aaEZCLiSUgg3D","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376966464,"modifiedTime":1695376966464,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"EQCTJ3R1l3cH2JzE","name":"Limited Telepathy","type":"feat","system":{"description":{"value":"

The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

","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/control/energy-stream-link-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20telepathy_otyugh_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376966464,"modifiedTime":1695376966464,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376966138,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":18300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Змеёныш зелёного дракона/Green Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"green%20dragon%20wyrmling_mm"},"core":{}},"_id":"wAC94qEaEev7PnK0","img":"foundryvtt-static/tokens/green-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":38,"max":38,"temp":0,"tempmax":0,"formula":"7d8 + 7"},"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":"

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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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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 3 ([[/r 1d6]]) poison damage.

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The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 ([[/r 6d6]]) 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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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) slashing damage.

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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.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 10 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage.

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The dragon uses one of the following breath weapons: @UUID[Actor.6TDrc0mCIvUVlsL0.Item.eb2YzM2EAqxYcMvV]{Fire Breath} or @UUID[Actor.6TDrc0mCIvUVlsL0.Item.sArSGgxKbjoDrpLF]{Sleep Breath}

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The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 ([[/r 12d6]]) 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 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall @condition[unconscious] for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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If the sea horse 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 7 ([[/r 2d6]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked @condition[prone].

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Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.

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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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

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The spy makes two melee attacks.

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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.

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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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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The spy deals an extra 7 ([[/r 2d6]]) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't @condition[incapacitated] and the spy 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":[["2d6",""]],"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)_spy_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376987833,"modifiedTime":1695376987833,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376987736,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":9300000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Молодой синий дракон/Young Blue Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20blue%20dragon_mm"},"core":{}},"_id":"sJHWaRoIYE1wiorA","img":"foundryvtt-static/tokens/young-blue-dragon.webp","system":{"abilities":{"str":{"value":21,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"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":152,"max":152,"temp":0,"tempmax":0,"formula":"16d10 + 64"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":20,"climb":0,"fly":80,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":30,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 3rd. The dragon's spell save DC is DC 15, and it has [[/r 1d20+7]]{+7} 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 3rd. The dragon's spell save DC is DC 15, and it has [[/r 1d20+7]]{+7} 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+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) piercing damage plus 5 ([[/r 1d10]]) lightning damage.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 12 ([[/r 2d6 + 5]]) slashing damage.

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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 16 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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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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Melee Spell Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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

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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.

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Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.

A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous 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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Bone Devil Polearm

[–]

Some bone devils have the following action options.

Multiattack.

The devil makes two attacks: one with its hooked polearm and one with its sting.

Hooked Polearm.

Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 17 ([[/r 2d12 + 4]]) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target.

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone 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: two with its claws and one with its sting.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 10 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) piercing damage plus 17 ([[/r 5d6]]) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become @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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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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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:

  • 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].
  • 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.
  • 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.
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:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 4th. 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 three spells, once per day each, requiring no material components. Each spell's level can be no higher than 4th. 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 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]]) acid 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.

","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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"LuoA9bpOEy7cnjiH","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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":16,"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%20black%20dragon_mm_mm"}},"effects":[],"_id":"Ju9B9zzV4yH2HzOs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Acid Breath","type":"feat","system":{"description":{"value":"

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ([[/r 12d8]]) acid 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":60,"width":null,"units":"ft","type":"line"},"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":[["12d8","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":18,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/fog-gas-smoke-dense-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"acid%20breath%20%7b%40recharge%205%7d_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"rvtGUykHhv6g5L4I","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"qr1SlzmnDR1wmyP3","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_adult%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"0NBNDd5AQG7nYzW3","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"1uBe4hG51hOZANRm","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_adult%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fZdYYVmWKygjxeNL","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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gBoAVA3GLGbNK97I","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%20black%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"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
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.1uBe4hG51hOZANRm]{Detect}
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.fZdYYVmWKygjxeNL]{Tail Attack}
  • @UUID[Actor.MOe0EfB8xr8PFCYx.Item.gBoAVA3GLGbNK97I]{Wing Attack}
\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":"sffc1GtBGu21ib4M","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Pools of water that the dragon can see ...","type":"feat","system":{"description":{"value":"

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].

","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":[],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"int"},"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%20pools%20of%20water%20that%20the%20dragon%20can%20see%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"XlTq0bY5NNNeN1Wr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: A cloud of swarming insects fills a ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","piercing"],["3d6","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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%20swarming%20insects%20fills%20a%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"FPLPyamt2ThWOoXN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Magical darkness spreads from a point the ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"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%20magical%20darkness%20spreads%20from%20a%20point%20the%20..._adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"sFedtWlBLO7KUTFq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Filth Burst","type":"feat","system":{"description":{"value":"

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.

","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":"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":[["3d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"int"},"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%20filth%20burst_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"VFqajUU4Gv6rYs1U","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping Muck","type":"feat","system":{"description":{"value":"

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.

","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":"str","dc":15,"scaling":"int"},"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%20grasping%20muck_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"t7CrqppNW17zTpxl","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Noxious Gas","type":"feat","system":{"description":{"value":"

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.

","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":"int"},"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%20gas_adult%20black%20dragon_mm_mm"}},"effects":[],"_id":"cBYzKvgssLutUxpG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871437,"modifiedTime":1695376871437,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

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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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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 plus 3 ([[/r 1d6]]) lightning damage.

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The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 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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Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.

Variant: Familiars

[–]

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

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

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Ranged Weapon Attack: [[/r 1d20+6]]{+6} to hit, range 20/60 ft., one target. Hit: 4 ([[/r 1d4 + 2]]) piercing damage.

","chat":"","unidentified":""},"source":"MM","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":""},"range":{"value":20,"long":60,"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":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"dagger","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":1},"name":"Dagger (Ranged)","type":"weapon","img":"icons/weapons/daggers/dagger-black.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dagger"},"plutonium":{"page":"monsterAction","source":"MM","hash":"dagger%20(ranged)_archmage_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"fievqub8RfA5t0GB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883712,"modifiedTime":1695376883712,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"HSqy0PjzWunjmweP","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The archmage 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_archmage_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883712,"modifiedTime":1695376883712,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный снаряд","type":"spell","system":{"description":{"value":"

Вы кидаете сгусток огня в существо или предмет в пределах дистанции. Совершите по цели дальнобойную атаку заклинанием. При попадании цель получает урон огнём [[/r 1d10]]. Горючие предметы, по которым попало это заклинание, воспламеняются, если их никто не несёт и не носит.

\n

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

","chat":"","unidentified":""},"source":"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"img":"icons/magic/fire/projectile-bolt-zigzag-orange.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fire Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"krrPzGi4hf4pjw7F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883766,"modifiedTime":1695376883766,"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":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"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":"XSZXfvLJ5C55cuWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883789,"modifiedTime":1695376883789,"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":"VggdrXRWMMEIWUYM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883811,"modifiedTime":1695376883811,"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":"wHQ2IhIm6yyRvFah","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883835,"modifiedTime":1695376883835,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Электрошок","type":"spell","system":{"description":{"value":"

Молния спрыгивает с Вашей руки и ударяет существо, которого вы пытались коснуться. Совершите по цели рукопашную атаку заклинанием. Вы совершаете бросок атаки с преимуществом, если цель носит доспех из металла. При попадании цель получает урон электричеством [[/r 1d8]], и до начала своего следующего хода не может совершать реакции.

\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":"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":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"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/unholy/hand-fire-skeleton-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shocking Grasp"},"plutonium":{"page":"spells.html","source":"PHB","hash":"shocking%20grasp_phb","propDroppable":"spell"}},"effects":[],"_id":"oguFRlpQSpJnZq7j","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883859,"modifiedTime":1695376883859,"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":"FesBb2L18hVCPNZE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883886,"modifiedTime":1695376883886,"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":"AsiTgQ90zUJmk3O9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883958,"modifiedTime":1695376883958,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Доспехи мага","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа, не носящего доспех, и на время действия заклинания его окутывает защитное магическое поле. Базовый КД существа становится равен 13 + его модификатор Ловкости. Заклинание оканчивается, если цель надевает доспех или вы оканчиваете его действием.

","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":"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":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/chest/breastplate-helmet-metal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mage Armor"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mage%20armor_phb","propDroppable":"spell"}},"effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","mode":5,"value":"mage","priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-mage-armor.webp","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null,"name":"Магический доспех","description":"","statuses":[]}],"_id":"eyHoBIbxTrX4vTLz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883986,"modifiedTime":1695376883986,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Волшебная стрела","type":"spell","system":{"description":{"value":"

Вы создаёте три светящихся дротика из магической силы. Каждый дротик попадает в существо на Ваш выбор, видимое в пределах дистанции. Каждый дротик причиняет урон силовым полем [[/r 1d4 + 1]]. Все дротики атакуют одновременно, и вы можете направить их как в одно существо, так и в разных.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, заклинание создаёт по одному дополнительному дротику 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":"","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":[["(1d4 + 1) * (2 + @item.level)","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/light/projectile-stars-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Magic Missile"},"plutonium":{"page":"spells.html","source":"PHB","hash":"magic%20missile_phb","propDroppable":"spell"}},"effects":[],"_id":"5hc1v8qisnJAh9do","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884016,"modifiedTime":1695376884016,"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":"Boto5FUjN3Y2lJ3F","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884044,"modifiedTime":1695376884044,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Отражения","type":"spell","system":{"description":{"value":"

В Вашем пространстве появляются три Ваших иллюзорных копии. Пока заклинание активно, копии перемещаются вместе с вами и подражают Вашим действиям, двигаясь так, что невозможно понять, кто из вас настоящий. Вы можете действием распустить свои копии.

\n

Каждый раз, когда существо нацеливается на вас атакой, пока заклинание активно, бросайте [[/r d20]], чтобы определить, не попала ли атака вместо вас по одной из Ваших копий.

\n

Если у вас три копии, вы должны выбросить «6» или больше, чтобы сделать целью копию. Если копий две, выбросить нужно «8» или больше. Если копия одна, вы должны выбросить «11» или больше.

\n

КД копии равен 10 + Ваш модификатор Ловкости. Если атака попала по копии, она уничтожается. Копию может уничтожить только атака, попавшая по ней. Она игнорирует остальной урон и эффекты. Заклинание оканчивается, если все три копии будут уничтожены.

\n

Существо не попадает под действие этого заклинания, если не может видеть, если полагается на другие чувства кроме зрения, например, на слепое зрение, или если может видеть сквозь иллюзию, например, при помощи @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3#truesight]{Truesight}{истинного зрения}.

","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":"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":"ill","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/sundries/gaming/chess-pawn-white-glass.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mirror%20image_phb","propDroppable":"spell"}},"effects":[],"_id":"cFPbdSQpj4r2pGKN","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884073,"modifiedTime":1695376884073,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Туманный шаг","type":"spell","system":{"description":{"value":"

Окутавшись серебристым туманом, вы телепортируетесь на 30 футов в свободное пространство, видимое вами.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"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":"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/magic/water/projectile-ice-impact-stone.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Misty Step"},"plutonium":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"}},"effects":[],"_id":"wuMJbDWjyFtcacB0","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884104,"modifiedTime":1695376884104,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Контрзаклинание","type":"spell","system":{"description":{"value":"

Вы пытаетесь прервать процесс накладывания заклинания. Если существо сотворяет заклинание 3 уровня или ниже, его заклинание проваливается, и не оказывает никакого эффекта. Если оно накладывало заклинание 4 круга или выше, совершите проверку базовой характеристики. СЛ равна 10 + круг заклинания. При успехе заклинание проваливается и не оказывает никакого эффекта.

\n

На больших уровнях.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, заклинание существа не срабатывает, если его уровень не превышает уровня использованной вами ячейки.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"","type":"creature"},"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":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wolf-heads-swirl-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Counterspell"},"plutonium":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"}},"effects":[],"_id":"zLS9rYzZvgaY8reA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884145,"modifiedTime":1695376884145,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"gzdtKFVZFydajKAX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884181,"modifiedTime":1695376884181,"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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":0,"long":null,"units":""},"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":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"img":"icons/magic/lightning/bolt-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lightning Bolt"},"plutonium":{"page":"spells.html","source":"PHB","hash":"lightning%20bolt_phb","propDroppable":"spell"}},"effects":[],"_id":"stsSsvqj07BUcLEu","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884215,"modifiedTime":1695376884215,"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.

\n

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.

","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":"cha","dc":null,"scaling":"int"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"I6ODSZigyvysG9Hx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884245,"modifiedTime":1695376884245,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Огненный щит","type":"spell","system":{"description":{"value":"

На время длительности заклинания Ваше тело покрывается тонким слоем пламени, испускающим яркий свет в пределах 10-футового радиуса и тусклый свет в пределах ещё 10 футов. Вы можете досрочно окончить это заклинание действием. Это пламя предоставляет вам либо тёплый щит, либо прохладный щит, на Ваш выбор. Тёплый щит даёт вам сопротивление к урону холодом, а прохладный щит даёт сопротивление к урону огнём.

\n

Кроме того, каждый раз, когда существо, находящееся в пределах 5 футов от вас, попадает по вам рукопашной атакой, щит испускает пламя. Атакующий получает урон огнём [[/r 2d8]] в случае тёплого щита или урон холодом [[/r 2d8]] в случае прохладного щита.

","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":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/shield/heater-steel-crystal-red.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fire Shield"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fire%20shield_phb","propDroppable":"spell"}},"effects":[{"_id":"lVKx8swB08jm6IFE","flags":{"plutonium":{"dedupeId":"warm-shield"}},"changes":[{"key":"system.traits.dr.value","value":"cold","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Warm Shield","description":"","statuses":[]},{"_id":"UUXwEKSPX4nYfDzo","flags":{"plutonium":{"dedupeId":"chill-shield"}},"changes":[{"key":"system.traits.dr.value","value":"fire","mode":2,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":null,"turns":null,"startRound":null,"startTurn":null,"combat":null},"icon":"icons/equipment/shield/heater-steel-crystal-red.webp","origin":"Item.OtcTsffCQaOFkr9K","tint":null,"transfer":false,"name":"Chill Shield","description":"","statuses":[]}],"_id":"CfDdkzKXAUHaDc6V","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884272,"modifiedTime":1695376884272,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Каменная кожа","type":"spell","system":{"description":{"value":"

Это заклинание делает плоть согласного существа, которого вы коснулись, твёрдой как камень. Пока заклинание активно, цель получает сопротивление к немагическому дробящему, колющему и рубящему урону.

","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":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/earth/strike-fist-stone-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Stoneskin"},"plutonium":{"page":"spells.html","source":"PHB","hash":"stoneskin_phb","propDroppable":"spell"}},"effects":[{"icon":"icons/magic/earth/strike-fist-stone-gray.webp","origin":"Compendium.dnd5e.spells.ReMbjfeOKoSj3O79","duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"disabled":false,"_id":"cSVCA9h5OEo5lfBE","changes":[{"key":"system.traits.dr.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.dr.value","mode":2,"value":"slashing","priority":null},{"key":"system.traits.dr.bypasses","mode":2,"value":"mgc","priority":null}],"tint":null,"transfer":false,"flags":{"plutonium":{"dedupeId":"stoneskin"}},"name":"Stoneskin","description":"","statuses":[]}],"_id":"dJFaTK5KuZc051a3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884309,"modifiedTime":1695376884309,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Конус холода","type":"spell","system":{"description":{"value":"

Из Ваших рук вырывается волна холодного воздуха. Все существа в 60-футовом конусе должны совершить спасбросок Телосложения. Существа получают урон холодом [[/r 8d8]] при провале, или половину этого урона при успехе. Существа, убитые этим заклинанием, становятся замороженными статуями, пока не растают.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 6-го уровня или выше, урон увеличивается на [[/r 1d8]] за каждый уровень ячейки выше 5-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":0,"long":null,"units":""},"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","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"img":"icons/magic/air/wind-weather-snow-gusts.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Cone of Cold"},"plutonium":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"}},"effects":[],"_id":"OalZqjBrRsCvV6SE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884340,"modifiedTime":1695376884340,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Наблюдение","type":"spell","system":{"description":{"value":"

Вы можете видеть и слышать конкретное выбранное вами существо, находящееся на том же плане существования, что и вы. Цель должна совершить спасбросок Мудрости, модифицируемый тем, как хорошо вы знаете цель, и тем, какая связь с этим существом у вас есть. Если цель знает, что вы накладываете это заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней следили.

\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Знание цели
ЗнаниеМодификатор спасброска
Через посредников (вы только слышали о цели)+5
Из первых рук (вы встречались с целью)+0
Знакомые (вы хорошо знаете цель)-5
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Связь цели
СвязьМодификатор спасброска
Образ или рисунок-2
Вещь или одежда-4
Часть тела, прядь волос, кусок ногтя, и т. п.-10
\n

При успехе цель не попадает под действие, и вы не можете использовать это заклинание на ней в течение 24 часов.

\n

При провале заклинание создаёт невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, как если бы вы там находились. Сенсор перемещается вместе с целью, оставаясь в пределах 10 футов от неё, пока активно заклинание. Существа, способные видеть невидимые предметы, видят сенсор как светящийся шарик размером с Ваш кулак.

\n

Вместо того чтобы нацеливаться на существо, вы можете выбрать целью место, уже видимое вами. В этом случае сенсор появляется в этом месте и не перемещается.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"self","type":"creature"},"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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/commodities/treasure/crystal-ball-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scrying"},"plutonium":{"page":"spells.html","source":"PHB","hash":"scrying_phb","propDroppable":"spell"}},"effects":[],"_id":"DcJ16J2z26wGAh4T","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884378,"modifiedTime":1695376884378,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Силовая стена","type":"spell","system":{"description":{"value":"

Невидимая стена из силового поля появляется в точке, выбранной вами в пределах дистанции. Стена появляется, будучи ориентированной в любом направлении: горизонтальном, вертикальном или наклонённом. Она может свободно парить, а может опираться на твёрдую поверхность. Вы можете создать её полусферой-куполом или сферой с радиусом до 10 футов, или можете сформировать плоскую поверхность, состоящую из плит 10 × 10 футов, количество которых может доходить до десяти. Каждая плита должна соседствовать как минимум с одной другой плитой. Какая бы форма ни была у стены, её толщина всегда ¼ дюйма (6 миллиметров). Она существует, пока активно заклинание. Если стена при появлении проходит по пространству существа, это существо выталкивается по одну из сторон стены (на Ваш выбор).

\n

Ничто не может физически пройти сквозь эту стену. Она обладает иммунитетом ко всем видам урона, и не может быть рассеяна Рассеиванием магии. Заклинание Распад полностью уничтожает стену. Стена простирается и на Эфирный План, блокируя эфирные перемещения сквозь себя.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"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":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a pinch of powder made by crushing a clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/air-pressure-shield-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Wall of Force"},"plutonium":{"page":"spells.html","source":"PHB","hash":"wall%20of%20force_phb","propDroppable":"spell"}},"effects":[],"_id":"mYYaIW4e2MvUsIkz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884416,"modifiedTime":1695376884416,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сфера неуязвимости","type":"spell","system":{"description":{"value":"

Вокруг вас возникает неподвижный слабо мерцающий барьер с радиусом 10 футов, существующий, пока активно заклинание.

\n

Все заклинания 5 уровня и ниже, наложенные снаружи барьера, не могут подействовать на существ и предметы, находящиеся внутри, даже если заклинание наложено с помощью ячейки большего уровня. Такие заклинания могут быть нацелены на существ и предметы, находящиеся внутри барьера, но не будут на них воздействовать. Пространство, защищённое барьером, тоже не включается в область действия таких заклинаний.

\n

На больших уровнях. Если вы накладываете это заклинание, используя ячейку 7-го уровня или выше, барьер блокирует заклинания на один уровень выше за каждый уровень ячейки выше 6-го.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/orb-glowing-yellow-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Globe of Invulnerability"},"plutonium":{"page":"spells.html","source":"PHB","hash":"globe%20of%20invulnerability_phb","propDroppable":"spell"}},"effects":[],"_id":"7yQsSXLfWiFJzIWO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884456,"modifiedTime":1695376884456,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Телепортация","type":"spell","system":{"description":{"value":"

Это заклинание мгновенно переносит вас и до восьми согласных существ на Ваш выбор, видимых вами и находящихся в пределах дистанции, или один предмет, видимый в пределах дистанции, в выбранное вами место. Если целью является предмет, он должен полностью помещаться в куб с длиной ребра 10 футов, и его не может носить или нести несогласное существо.

\n

Выбранное место назначения должно быть известно вам, и оно должно находиться на одном плане существования с вами. Ваша ознакомленность с местом назначения определяет, успешным ли будет перемещение. 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
ОзнакомленностьНеудачаПохожее местоМимо целиТочно в цель
Постоянный круг01–100
Связанный предмет01–100
Очень знакомое01–0506–1314–2425–100
Изредка видимое01–3334–4344–5354–100
Виденное один раз01–4344–5354–7374–100
Описанное01–4344–5354–7374–100
Ложно описанное01–5051–100
\n

Ознакомленность

\n\n

Результат

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":9,"width":null,"units":"","type":"creatures"},"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":7,"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/skills/ranged/projectile-spiral-gray.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Teleport"},"plutonium":{"page":"spells.html","source":"PHB","hash":"teleport_phb","propDroppable":"spell"}},"effects":[],"_id":"Bl0ZQeMENc6nLWsD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884489,"modifiedTime":1695376884489,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Сокрытие разума","type":"spell","system":{"description":{"value":"

Пока заклинание активно, одно согласное существо, которого вы касаетесь, получает иммунитет к урону психической энергией, и всем эффектам, которые должны чувствовать его эмоции или читать мысли, заклинаниям школы Прорицания и состоянию @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очарованности}. Это заклинание даже помогает от заклинания Исполнение желаний, а также от заклинаний и эффектов аналогичной силы, использованных для воздействия на сознание цели или получение от неё информации.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"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":8,"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/perception/hand-eye-fire-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mind Blank"},"plutonium":{"page":"spells.html","source":"PHB","hash":"mind%20blank_phb","propDroppable":"spell"}},"effects":[],"_id":"ZNSh8SZnfqkCGOWw","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884527,"modifiedTime":1695376884527,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Остановка времени","type":"spell","system":{"description":{"value":"

Вы ненадолго останавливаете поток времени для всех кроме себя. Для всех остальных существ время перестаёт течь, а вы получаете [[/r 1d4 + 1]] ход подряд, во время которых можете совершать действия и перемещаться как обычно.

\n

Это заклинание оканчивается, если одно из Ваших действий, совершённых за этот период, или любой из эффектов, созданных вами за этот период, воздействует на других существ или предмет, несомый или носимый кем-то другим. Кроме того, заклинание оканчивается, если вы перемещаетесь в место, находящееся более чем в 1 000 футов от того места, где вы его активировали.

","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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":9,"school":"trs","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/time/clock-spinning-gold-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Time Stop"},"plutonium":{"page":"spells.html","source":"PHB","hash":"time%20stop_phb","propDroppable":"spell"}},"effects":[],"_id":"EScKYKBXDsvw2aoJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884557,"modifiedTime":1695376884557,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"hJFWAiz1q5TG5bzf","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884586,"modifiedTime":1695376884586,"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":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":"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":"yIKsxr5yysksGO5t","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884619,"modifiedTime":1695376884619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, [[/r 1d20+9]]{+9} to hit with spell attacks). The archmage can cast @UUID[Actor.685UmDHRI7CTYn9j.Item.hJFWAiz1q5TG5bzf] and @UUID[Actor.685UmDHRI7CTYn9j.Item.yIKsxr5yysksGO5t] at will and has the following wizard spells prepared:

  • Cantrips (at will): @UUID[Actor.685UmDHRI7CTYn9j.Item.krrPzGi4hf4pjw7F], @UUID[Actor.685UmDHRI7CTYn9j.Item.XSZXfvLJ5C55cuWw], @UUID[Actor.685UmDHRI7CTYn9j.Item.VggdrXRWMMEIWUYM], @UUID[Actor.685UmDHRI7CTYn9j.Item.wHQ2IhIm6yyRvFah], @UUID[Actor.685UmDHRI7CTYn9j.Item.oguFRlpQSpJnZq7j]

  • 1st level (4 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.FesBb2L18hVCPNZE], @UUID[Actor.685UmDHRI7CTYn9j.Item.AsiTgQ90zUJmk3O9], @UUID[Actor.685UmDHRI7CTYn9j.Item.eyHoBIbxTrX4vTLz]*, @UUID[Actor.685UmDHRI7CTYn9j.Item.5hc1v8qisnJAh9do]

  • 2nd level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.Boto5FUjN3Y2lJ3F], @UUID[Actor.685UmDHRI7CTYn9j.Item.cFPbdSQpj4r2pGKN], @UUID[Actor.685UmDHRI7CTYn9j.Item.wuMJbDWjyFtcacB0]

  • 3rd level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.zLS9rYzZvgaY8reA], @UUID[Actor.685UmDHRI7CTYn9j.Item.gzdtKFVZFydajKAX], @UUID[Actor.685UmDHRI7CTYn9j.Item.stsSsvqj07BUcLEu]

  • 4th level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.I6ODSZigyvysG9Hx], @UUID[Actor.685UmDHRI7CTYn9j.Item.CfDdkzKXAUHaDc6V], @UUID[Actor.685UmDHRI7CTYn9j.Item.dJFaTK5KuZc051a3]*

  • 5th level (3 slots): @UUID[Actor.685UmDHRI7CTYn9j.Item.OalZqjBrRsCvV6SE], @UUID[Actor.685UmDHRI7CTYn9j.Item.DcJ16J2z26wGAh4T], @UUID[Actor.685UmDHRI7CTYn9j.Item.mYYaIW4e2MvUsIkz]

  • 6th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.7yQsSXLfWiFJzIWO]

  • 7th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.Bl0ZQeMENc6nLWsD]

  • 8th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.ZNSh8SZnfqkCGOWw]*

  • 9th level (1 slot): @UUID[Actor.685UmDHRI7CTYn9j.Item.EScKYKBXDsvw2aoJ]

*The archmage casts these spells on itself before combat.

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_archmage_mm_mm"}},"effects":[],"_id":"2R0XKSNy48gwUvR1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376884654,"modifiedTime":1695376884654,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376883492,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":4100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Зорн/Xorn","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"xorn_mm"},"core":{}},"_id":"UWu7JOMoE6lNIa1v","img":"foundryvtt-static/tokens/xorn.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":73,"max":73,"temp":0,"tempmax":0,"formula":"7d8 + 42"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":20,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":60,"blindsight":0,"tremorsense":60,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce.

A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.

Elemental Travelers.

Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage.

[–]

Keep a few gems in your pocket. A hungry xorn is a helpful xorn.

— X the Mystic's 6th rule of dungeon survival

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The xorn makes three claw attacks and one bite attack.

","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_xorn_mm_mm"}},"effects":[],"_id":"urhFOIMna5knIQx9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377012132,"modifiedTime":1695377012132,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 13 ([[/r 3d6 + 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":[["3d6 + @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_xorn_mm_mm"}},"effects":[],"_id":"Ank9GWwnGiPaHKKF","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377012132,"modifiedTime":1695377012132,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d6 + 3]]) slashing damage.

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The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

","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/cave-entrance-rocky.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"earth%20glide_xorn_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377012132,"modifiedTime":1695377012132,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"JbljTol2u7NxtPEW","name":"Stone Camouflage","type":"feat","system":{"description":{"value":"

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

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The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

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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 inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.

Animate Stone.

Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.

Deadly Reputation.

Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.

Cruel Servants.

Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.

Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint.

Elemental Nature.

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

Shards of Elemental Evil

[–]

As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.

Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.

On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.

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

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While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

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Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.

Burning Hunger.

Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end.

When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur.

Evil to the Core.

Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 7 ([[/r 2d6]]) fire damage.

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The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 ([[/r 6d6]]) fire damage on a failed save, or half as much damage on a successful one.

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

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.

Quiet and Defensive.

Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.

Draconic Familiars.

Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly.

A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.

Language of Emotion.

Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.

A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.

Variant: Pseudodragon Familiar

[–]

Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.

Familiar.

The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

Variant: Pseudodragon Familiar

[–]

Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.

Familiar.

The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

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

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Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.

Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.

Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.

Merfolk Settlements.

Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.

Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.

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

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The merfolk can breathe air and water.

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Фанатик совершает две рукопашные атаки.

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Фанатик является заклинателем 4-го уровня. Его базовой характеристикой является Мудрость (Сл спасброска от заклинания 11, +3 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания жреца:

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Существо совершает с преимуществом спасброски от очарования и испуга.

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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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\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":"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"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":"светлячок или фосфоресцирующий мох","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":1695402968637,"modifiedTime":1695402968637,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gMLpuP3L6UmnV4gs","name":"Священное пламя / Sacred flame","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-sacred-flame.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"sacred%20flame_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.mktyke6cHgfjC2Ch"}},"system":{"description":{"value":"
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Огненное сияние обрушивается на существо, которое вы видите в пределах дистанции. Цель должна успешно пройти испытание Ловкости, иначе получит [[/r 1d8]] лучистого урона. Укрытие не даёт бонусов цели для этого испытания.

\n

Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го [[/r 2d8]], 11-го [[/r 3d8]] и 17-го уровня [[/r 4d8]] .

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402969408,"modifiedTime":1695402969408,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"VjaXZ9TaXMEolnUf","name":"Тавматургия / Thaumaturgy","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-thaumaturgy.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"thaumaturgy_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.TfHTlYOXsZ38Eg0d"}},"system":{"description":{"value":"
\n

Вы творите маленькое чудо, знак сверхъестественной силы. Вы можете создать один из этих магических эффектов в пределах дистанции:

\n
 
\n\n

Если сотворить это заклинание несколько раз, можно поддерживать до трёх 1-минутных эффектов одновременно. Любой из таких эффектов вы можете прекратить, потратив действие.

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402970377,"modifiedTime":1695402970377,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"cyyNJPSYvMVhdmLL","name":"Нанесение ран / Inflict wounds","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-inflict-wounds.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"inflict%20wounds_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.altdeIzRmyqfYgJR"}},"system":{"description":{"value":"
\n
\n

Совершите атаку заклинание в ближнем бою по существу в пределах зоны досягаемости. При попадании цель получает [[/r 3d10]] некротического урона.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, урон увеличивается на [[/r 1d10]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"nec","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":"1d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402972523,"modifiedTime":1695402972523,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uDogmXLZr1L57qHI","name":"Приказ / Command","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-command.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"command_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.k6uRUXjfFHVDKlkP"}},"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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\n

Вот некоторые типичные приказы и их эффекты. Вы можете отдать другой приказ, не описанный тут. В таком случае мастер решает, как поведет себя цель. Если цель не может выполнить ваш приказ, заклинание прекращает действовать.

\n
Подойди.\n

Цель перемещается к вам по кратчайшему прямому пути. Оказавшись в пределах 5 футов от вас она заканчивает ход.

\n
 
\n
\n
Брось.\n

Цель бросает то, что держит в руках, и заканчивает ход.

\n
 
\n
\n
Пади.\n

Цель падает,  @Compendium[laaru-dnd5-hw.sostoyaniya.eMFvAErGzA4N1CNW]{распластывается}

\n
 
\n

и заканчивает ход.

\n
\n
Беги.\n

Цель тратит свой ход на перемещение прочь от вас самым быстрым способом.

\n
 
\n
\n
Стой.\n

Цель не перемещается и не совершает действий. Летающее существо продолжает парить, если может. Если ему нужно перемещаться, чтобы держаться в воздухе, оно полетает минимальное необходимое расстояние.

\n
 
\n
\n
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\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, то можете выбрать целью одно дополнительное существо за каждый круг ячейки выше 1-го. Эти существа должны быть в пределах 20 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
\n
\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402973400,"modifiedTime":1695402973400,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3iL7ysaGk3qzgQHR","name":"Щит веры / Shield of faith","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-shield-of-faith.webp","effects":[{"_id":"XealRJaACCCr8opR","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"2","priority":20}],"disabled":false,"duration":{"rounds":1,"startTime":null,"seconds":600,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/sc-spells/icons/spells/phb-shield-of-faith.webp","origin":"Item.06VSVjGgNPx0HQEd","transfer":false,"flags":{"dae":{"stackable":"none","macroRepeat":"none","specialDuration":[],"transfer":false}},"tint":null,"name":"Щит веры","description":"","statuses":[]}],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"shield%20of%20faith_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.E50OiYV2VXFR9Y1U"},"enhancedcombathud":{"set1s":false,"set2s":false,"set3s":false},"midi-qol":{"effectActivation":false},"exportSource":{"world":"avernus","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"}},"system":{"description":{"value":"
\n

Мерцающее поле окутывает выбранное вами существо в пределах дистанции и даёт ему бонус +2 к КБ, пока длится заклинание.

\n
 
\n
","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":"","amount":null},"ability":"","actionType":"","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":"пергамент с цитатой из священного текста","consumed":false,"cost":null,"supply":null},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974153,"modifiedTime":1695402974153,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9KztsuRYk3x8S4gm","name":"Призрачное оружие / Spiritual weapon","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-spiritual-weapon.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"spiritual%20weapon_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.HDdcyUEuUejBmr4b"}},"system":{"description":{"value":"
\n
\n

Вы создаёте летающее призрачное оружие в пределах дистанции. Оно существует, пока длится заклинание или пока вы не сотворите его снова. Когда вы сотворяете это заклинание, вы можете совершить атаку заклинаием в билжнем бою по существу в пределах 5 футов от оружия. При попадании цель получает урон силой, равный [[/r 1d8]] + модификатор вашей заклинательной характеристики.

\n
 
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В качестве бонусного действия в свой ход вы можете переместить оружие на расстояние до 20 футов и повторить атаку по существу в пределах 5 футов от него

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Оружие может принять любую форму на ваш выбор. Жрецы божеств, связанных с определенным оружием (к примеру, булава святого Катберта или молот Тора), придают эффекту заклинания вид этого оружия.

\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 1-го.

\n
 
\n
\n
 
\n
\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402974952,"modifiedTime":1695402974952,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"6CrUTRgX9ch6tQbS","name":"Паралич гуманоида / Hold person","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-hold-person.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"hold%20person_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hVtpA65yDM3w760t"}},"system":{"description":{"value":"
\n
\n

Выберите гуманоида, которого видите в пределах дистанции. Цель должна пройти испытание Мудрости, при провале она @Compendium[laaru-dnd5-hw.sostoyaniya.ER9Ol8MCW89tNbye]{парализована }, пока длится заклинание. В конце каждого своего хода цель может пройти еще одно испытание Мудрости. При успехе заклинание прекращает действовать на цель.

\n
 
\n
\n
\n
На высоких кругах.\n

Если вы сотворяете это заклинание, используя ячейку 3-го круга или выше, то можете выбрать целью одного дополнительного гуманоида за каждый круг ячйейки выше 2-го. Эти гуманоиды должны быть в пределах 30 футов друг от друга в момент сотворения.

\n
 
\n
\n
 
\n
\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":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":"прямой кусочек железа","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695402975807,"modifiedTime":1695402975807,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376903067,"modifiedTime":1705705985698,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Маг/Mage","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"mage_mm"},"core":{}},"_id":"sXEZlQVlAC9HrJcc","img":"foundryvtt-static/tokens/mage.webp","system":{"abilities":{"str":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":40,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

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

Variant: Familiars

[–]

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

","public":""},"alignment":"any alignment","race":"","type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Urban","cr":6,"spellLevel":9,"source":"MM"},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"any four languages"}},"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":1,"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":4,"override":null},"spell2":{"value":3,"override":null},"spell3":{"value":3,"override":null},"spell4":{"value":3,"override":null},"spell5":{"value":1,"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":"Маг","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/mage.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":[{"name":"Использование заклинаний/Spellcasting","type":"feat","system":{"description":{"value":"

Маг является заклинателем 9-го уровня. Его базовой характеристикой является Интеллект (Сл спасброска от заклинания 14, +6 к попаданию атаками заклинаниями). У него подготовлены следующие заклинания волшебника:

","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/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_mage_mm_mm"}},"effects":[],"_id":"5DFApsCAll6SNixK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376952971,"modifiedTime":1695398092403,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Кинжал/Dagger","type":"weapon","system":{"description":{"value":"
","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":{"value":2,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"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,"ada":false,"mgc":false,"sil":false},"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/dagger.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"dagger_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"consumeQuantity":{"value":false}},"cf":{"id":"temp_1enkwcwbvf5","path":"Оружие#/CF_SEP/Простое#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.txjsB2KlE72Od2F8"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491758733,"modifiedTime":1695397959655,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"SFNbsKJUInA7xB9U","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"_id":"ju8fJ7hB6FqIaN6r","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":1695398109945,"modifiedTime":1695398109945,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"go9Har1UUhXpwfTg","name":"Огненный снаряд / Fire bolt","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fire-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fire%20bolt_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.5vvYwwbaPzsmkRhl"}},"system":{"description":{"value":"
\n

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

\n

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

\n
","chat":"","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":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"cantrip","formula":"1d10"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398110670,"modifiedTime":1695398110670,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"vomdl3k9dC01WU64","name":"Свет / Light","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-light.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"light_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.malL92FY88og3rRC"}},"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":"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"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","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":"светлячок или фосфоресцирующий мох","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":1695398111449,"modifiedTime":1695398111449,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"wUT3olYISypXdE0x","name":"Мелкие фокусы / Prestidigitation","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-prestidigitation.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"prestidigitation_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.q4iWZHFRZarqIE0n"}},"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
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\n

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

\n
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\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"когда по вам попали атакой или выбрали вас целью волшебной стрелы"},"duration":{"value":"1","units":"round"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398115140,"modifiedTime":1695398115140,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5qHVpdndC9kqzWdU","name":"Внушение / Suggestion","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-suggestion.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"suggestion_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ds7uQCAKePHIWeeg"}},"system":{"description":{"value":"
\n

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

\n

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

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"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":1695398117619,"modifiedTime":1695398117619,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Q1tiu4xY0zCplHeb","name":"Туманный шаг / Misty step","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-misty-step.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"misty%20step_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.wKODLQZSsGXoom7Y"}},"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":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"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":2,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398118410,"modifiedTime":1695398118410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"uVyg2eefi1lJLsDT","name":"Контрзаклинание / Counterspell","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-counterspell.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"counterspell_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.hsOrtdhETz4tL95P"},"midi-qol":{"effectActivation":false},"exportSource":{"world":"22","system":"dnd5e","coreVersion":"0.8.9","systemVersion":"1.5.5"}},"system":{"description":{"value":"
\n

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

\n

На высоких кругах.

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"1 ответное действие, которое вы совершаете, увидев, как существо в пределах 60 футов от вас творит заклинание"},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"1d20+@mod+@prof","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398119690,"modifiedTime":1695398119690,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gj3ukn6Y0DorQYTh","name":"Огненный шар / Fireball","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fireball.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fireball_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.N3R2YcYinwiobpzM"}},"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":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"крошечный шарик из гуано летучей мыши и серы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398120312,"modifiedTime":1695398120312,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3UTPzTo5FFP0ElNq","name":"Полёт / Fly","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-fly.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.Ps3OXvwMowTb5O1i"}},"system":{"description":{"value":"
\n

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

\n

На высоких кругах.

\n

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

\n
","chat":"","unidentified":""},"source":"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"},"range":{"value":null,"long":null,"units":"touch"},"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":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"перо из крыла любой птицы","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121082,"modifiedTime":1695398121082,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"jC63PRNBS2Q61No2","name":"Ледяная буря / Ice storm","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-ice-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"ice%20storm_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true,"1":true},"altValue":{"0":true,"1":true},"context":{"0":"","1":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.ECueK5AO3DMYiTSJ"},"enhanced-terrain-layer":{"multiple":null,"elevation":null,"depth":null,"environment":""}},"system":{"description":{"value":"
 
\n
\n
Ледяной град обрушивается на землю в цилиндре высотой 40 футов и радиусом 20 футов с центром в точке в пределах дистанции. Каждое существо в пределах цилиндра должно пройти испытание Ловкости. При провале существо получает [[/r 2d8]] дробящего урона и [[/r 4d6]] урона холодом или половину этого урона при успехе. Градины превращают область действия бури в пересечённую местность до конца вашего следующего хода.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, дробящий урон увеличивается на [[/r 1d8]]  за каждый круг ячейки выше 4-го.
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"щепотка пыли и несколько капель воды","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"VdGRI531rerJ25hN":3,"obrwfAxYvqkv5TBo":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695398121755,"modifiedTime":1695398121755,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MdIpT8kIpFqnWziP","name":"Конус холода / Cone of cold","type":"spell","img":"https://static.kdiva.ru/foundry-main/icons/spells/phb-cone-of-cold.webp","effects":[],"folder":null,"sort":0,"flags":{"srd5e":{"page":"spells.html","source":"PHB","hash":"cone%20of%20cold_phb","propDroppable":"spell"},"betterRolls5e":{"critRange":{"type":"String","value":null},"critDamage":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Item.fRoi2YBSKOIzrtvP"}},"system":{"description":{"value":"
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Волна холодного воздуха срывается с ваших рук. Каждое существо в 60-футовом конусе должно пройти испытание Выносливости. Существо получает [[/r 8d8]] урона холодом при провале или половину этого урона при успехе. Существо, убитое этим заклинанием, становится ледяной статуей, пока не растает.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 6-го круга или выше, урон увеличивается на [[/r 1d8]] за каждый круг ячейки выше 5-го.
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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one creature. Hit: 11 ([[/r 2d6 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one creature. Hit: 13 ([[/r 2d8 + 4]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 16). Until this grapple ends, the creature is @condition[restrained], and the snake can't constrict another target.

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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:

","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":11,"scaling":"wis"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/air/wind-swirl-pink-purple.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"euphoria%20breath%20%7b%40recharge%205%7d_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"j31tH5KCLK6chRmq","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396221351,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"7vo1vutZSN774JjI","name":"The Colors of Age","type":"feat","system":{"description":{"value":"

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.

","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":"modules/plutonium/media/icon/mighty-force.svg","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"the%20colors%20of%20age_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396509239,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"37q0ZW5uhtazWN0V","name":"Превосходная невидимость/Superior Invisibility","type":"feat","system":{"description":{"value":"

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.

","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/control/energy-stream-link-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"limited%20telepathy_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396344895,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"2l8q2brz2mQA14UY","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,"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"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396372501,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Chaotic Aura","type":"feat","system":{"description":{"value":"

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.

","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%20chaotic%20aura_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"B6hhE7qVEpIMBysB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396063279,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Grasping Plants","type":"feat","system":{"description":{"value":"

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.

","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%20grasping%20plants_faerie%20dragon%20(violet)_mm_mm"}},"effects":[],"_id":"WsYbuEUQ14A4YQyT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063279,"modifiedTime":1695396063279,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Regional Effects","type":"feat","system":{"description":{"value":"

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.

\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":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.

\n

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

\n

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.

\n

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.

\n

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.

\n
","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":"
\n
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).
\n
 
\n
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.
\n
 
\n
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.
\n
 
\n
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.
\n
","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":"
\n

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.

\n
","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":"
\n

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.

\n

Действия существа ограничены возможностями его новой формы: оно не может говорить, творить заклинания и совершать любые иные действия, требующие дара речи или рук.

\n

Снаряжение цели сливается с её новой формой. Цель не может его использовать, активировать или иным образом получать от него пользу.

\n
","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":60,"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":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"кокон гусеницы","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":1695396493233,"modifiedTime":1695396493233,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695396063199,"modifiedTime":1695396550100,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":"KitrMGRdzdFhOwLt","sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Глабрезу/Glabrezu","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"glabrezu%20(summoner)_mm"},"core":{}},"_id":"qSX6KuiWmDik9X4m","img":"foundryvtt-static/tokens/glabrezu.webp","system":{"abilities":{"str":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":21,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":17,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":157,"max":157,"temp":0,"tempmax":0,"formula":"15d10 + 75"},"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":120,"units":"ft","special":""},"spellcasting":"int"},"details":{"biography":{"value":"

A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.

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

","public":""},"alignment":"chaotic evil","race":"","type":{"value":"fiend","subtype":"demon","swarm":"","custom":""},"environment":"","cr":9,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","fire","lightning","bludgeoning","piercing","slashing"],"bypasses":["mgc"],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["abyssal"],"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":"Глабрезу/Glabrezu","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/glabrezu.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"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},"color":null},"sight":{"enabled":true,"range":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

","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_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"FE7SGC08c521ZsG1","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 16 ([[/r 2d10 + 5]]) bludgeoning damage. If the target is a Medium or smaller creature, it is @condition[grappled] (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

","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","bludgeoning"]],"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":"Pincer","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/claws/claw-insect-grey.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"pincer_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"yjEsknGvhjXhLhjj","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 7 ([[/r 2d4 + 2]]) bludgeoning 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":"3","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + @mod","bludgeoning"]],"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":"Fist","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/flame-burning-fist-strike.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"fist_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"lodnJ8WWk5LT5Qxz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Summon Demon","type":"feat","system":{"description":{"value":"

The demon chooses what to summon and attempts a magical summoning.

A glabrezu has a [[/r 1d100]]{30 percent} chance of summoning [[/r 1d3]] @creature[vrock||vrocks], [[/r 1d2]] @creature[hezrou||hezrous], or one glabrezu.

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.

","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":1,"max":"1","per":"day","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/fire/explosion-embers-evade-silhouette.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"summon%20demon%20(1%2fday)_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"nwW4pb1YJU6iFbgU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"h7fbzsJbxNAABLzW","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The glabrezu 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_glabrezu%20(summoner)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931831,"modifiedTime":1695376931831,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Смятение","type":"spell","system":{"description":{"value":"

Это заклинание атакует и скручивает сознание существ, порождая галлюцинации и провоцируя на необдуманные действия. Все существа в сфере с радиусом 10 футов с центром на точке, выбранной в пределах дистанции, должны преуспеть в спасброске Мудрости, иначе попадут под действие эффекта.

\n

 Попавшая под эффект цель не может совершать реакции и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить своё поведение в этом ходу.

\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
Поведение
[[/r d10]]Поведение 
1Существо использует всё своё перемещение на движение в случайном направлении. Для определения направления бросьте [[/r d8]], назначив каждой грани своё направление. Действие в этом ходу существо не совершает.
2-6Существо в этом ходу не перемещается и не совершает действий.
7-8Существо действием совершает рукопашную атаку по случайным образом выбранному существу в пределах досягаемости. Если в пределах досягаемости нет других существ, существо в этот ход ничего не делает.
9-10Существо может действовать и перемещаться как обычно.
\n

В конце каждого своего хода цель может совершать спасбросок Мудрости. При успехе на этой цели эффект заканчивается.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 5-го уровня или выше, радиус сферы увеличивается на 5 футов 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":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","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":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"}},"effects":[],"_id":"AVTkrmbhdqwi4j7W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931860,"modifiedTime":1695376931860,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Полёт","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Цель получает на время длительности заклинания скорость полета 60 фт. Когда заклинание оканчивается, цель падает, если все еще находится в полете и ничем не может остановить падение.

\n

Если вы накладываете это заклинание, используя ячейку 4-го уровня или выше, то можете выбрать целью одно дополнительное существо 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":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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"}},"effects":[],"_id":"LEDuLNq3C6co3tqQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931907,"modifiedTime":1695376931907,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Слово силы: оглушение","type":"spell","system":{"description":{"value":"

Вы произносите слово силы, способное захлестнуть сознание одного существа, видимого в пределах дистанции, делая его @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.ZyZMUwA2rboh4ObS]{ошеломлённым}, если у существа не больше 150 хитов. В противном случае это заклинание не оказывает никакого эффекта.

\n

Ошеломлённая цель должна в конце каждого своего хода совершать спасбросок Телосложения. При успехе ошеломление проходит.

","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"level":8,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/unholy/strike-body-life-soul-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Power Word Stun"},"plutonium":{"page":"spells.html","source":"PHB","hash":"power%20word%20stun_phb","propDroppable":"spell"}},"effects":[],"_id":"mR206zMtMG93JDbe","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931933,"modifiedTime":1695376931933,"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":"innate","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":"mmiIHFbbVtUC54hJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931969,"modifiedTime":1695376931969,"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":"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":"OsOGA4Opgi9kMSoA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376931993,"modifiedTime":1695376931993,"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":"innate","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":"bZBgXS938A8xFHLL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376932036,"modifiedTime":1695376932036,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.qSX6KuiWmDik9X4m.Item.mmiIHFbbVtUC54hJ], @UUID[Actor.qSX6KuiWmDik9X4m.Item.OsOGA4Opgi9kMSoA], @UUID[Actor.qSX6KuiWmDik9X4m.Item.bZBgXS938A8xFHLL]

  • 1/day each: @UUID[Actor.qSX6KuiWmDik9X4m.Item.AVTkrmbhdqwi4j7W], @UUID[Actor.qSX6KuiWmDik9X4m.Item.LEDuLNq3C6co3tqQ], @UUID[Actor.qSX6KuiWmDik9X4m.Item.mR206zMtMG93JDbe]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_glabrezu%20(summoner)_mm_mm"}},"effects":[],"_id":"IEjNexN7MK4ypfjW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376932069,"modifiedTime":1695376932069,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376931751,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Ифрит/Efreeti","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"efreeti%20(disguises)_mm"},"core":{}},"_id":"1qyvDHnwJbWPG4lT","img":"foundryvtt-static/tokens/efreeti.webp","system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":24,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":200,"max":200,"temp":0,"tempmax":0,"formula":"16d10 + 112"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"

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.

","public":""},"alignment":"lawful evil","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"Desert","cr":11,"spellLevel":0,"source":"MM"},"traits":{"size":"lg","di":{"value":["fire"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["ignan"],"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":"Ифрит/Efreeti","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/efreeti.webp","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"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},"color":null},"sight":{"enabled":true,"range":120,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":0,"saturation":0,"contrast":0,"color":null},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

","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_efreeti%20(disguises)_mm_mm"}},"effects":[],"_id":"b7ftkxm39Os1M94W","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"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 plus 7 ([[/r 2d6]]) fire damage.

","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"],["2d6","fire"]],"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_efreeti%20(disguises)_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"eOgkF8cFhjriB5fP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Spell Attack: [[/r 1d20+7]]{+7} to hit, range 120 ft., one target. Hit: 17 ([[/r 5d6]]) 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":120,"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":[["5d6","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":"Hurl Flame","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/explosion-embers-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"hurl%20flame_efreeti%20(disguises)_mm_mm"}},"effects":[],"_id":"hX6xnuoy3o8r20EE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914716,"modifiedTime":1695376914716,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"kYiEta0w0c1BDe78","name":"Elemental Demise","type":"feat","system":{"description":{"value":"

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.

\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":"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.

\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":"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.

\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":"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.

","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":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":"wis","dc":null,"scaling":"cha"},"level":9,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/reptiles/dragon-winged-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"True Polymorph"},"plutonium":{"page":"spells.html","source":"PHB","hash":"true%20polymorph_phb","propDroppable":"spell"}},"effects":[],"_id":"kAtphim4afxRH2P3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914965,"modifiedTime":1695376914965,"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":"6y7pVAioNknnSZgs","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376914987,"modifiedTime":1695376914987,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Маскировка","type":"spell","system":{"description":{"value":"

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.

","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":"self","type":"self"},"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":"ill","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/creatures/eyes/human-single-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"plutonium":{"page":"spells.html","source":"PHB","hash":"disguise%20self_phb","propDroppable":"spell"}},"effects":[],"_id":"p2i67Sv8tuhKswgM","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915009,"modifiedTime":1695376915009,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • At will: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.6y7pVAioNknnSZgs], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.p2i67Sv8tuhKswgM] (often with a longer duration than is normal for that spell; see Disguises)

  • 3/day each: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JSnAsN7gCKQDTpYY], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.vvtoXVPJXRYMXWWB], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.kAtphim4afxRH2P3] (mightier genies only; see Disguises)

  • 1/day each: @UUID[Actor.1qyvDHnwJbWPG4lT.Item.zBtU7oLzj4Pi1SPU] (@creature[fire elemental] only), @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JyOzA0PAUkAgWafg], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.XT5UOcXqpVG2xn19], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.1zk2bEeB6vXtIQYV], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.CjBKaKqCCnPS26Xt], @UUID[Actor.1qyvDHnwJbWPG4lT.Item.JWnpegIzqTN8PJfM]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_efreeti%20(disguises)_mm_mm"}},"effects":[],"_id":"7VD5RmH4dhBtBapS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915050,"modifiedTime":1695376915050,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"LKoa0SyxpYf99IyM","name":"Wishes","type":"feat","system":{"description":{"value":"

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.

","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":"wishes_efreeti%20(wishes)_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creatures.Actor.37eJdlgs1ugTm5yG.Item.jtNafxi9sl2g78z3"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376915258,"modifiedTime":1695403308417,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376914659,"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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: 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.

","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_ice%20devil_mm_mm"}},"effects":[],"_id":"ZGE7dBrAtLRuyiJn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944420,"modifiedTime":1695376944420,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

","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","piercing"],["3d6","cold"]],"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_ice%20devil_mm_mm"}},"effects":[],"_id":"SYxl6Qi018yoE5F9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376944420,"modifiedTime":1695376944420,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

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.

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Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.

Imitative Predators.

Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.

When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.

Cunning Hunters.

Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.

[–]

Sometimes a chest is just a chest, but don't bet on it.

— X the Mystic's 3rd rule of dungeon survival

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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. If the mimic is in object form, the target is subjected to its Adhesive trait.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d8 + 3]]) piercing damage plus 4 ([[/r 1d8]]) acid damage.

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The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also @condition[grappled] by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

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While the mimic remains motionless, it is indistinguishable from an ordinary object.

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The mimic has advantage on attack rolls against any creature @condition[grappled] by it.

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Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.

A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.

[–]

The dungeon's floors were spotless. That should have been our first clue.

— From the journal of Jaster Hollowquill, on his first exploration of Undermountain

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 10 ([[/r 3d6]]) acid 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":[["3d6","acid"]],"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":"Pseudopod","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/water/tendrils-ice-growth.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"pseudopod_gelatinous%20cube_mm_mm"}},"effects":[],"_id":"nSpkfvjE1xyYWqHW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376921067,"modifiedTime":1695376921067,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Engulf","type":"feat","system":{"description":{"value":"

The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 ([[/r 3d6]]) acid damage and is engulfed. The engulfed creature can't breathe, is @condition[restrained], and takes 21 ([[/r 6d6]]) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 ([[/r 3d6]]) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

","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":"str","dc":12,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/materials/slime-thick-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"ooze%20cube_gelatinous%20cube_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376921067,"modifiedTime":1695376921067,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"DSY56tklX3ht3bBw","name":"Transparent","type":"feat","system":{"description":{"value":"

Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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+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].

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it @condition[prone].

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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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 plus 3 ([[/r 1d6]]) fire 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 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.

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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.

","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/creatures/unholy/demon-hairy-winged-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"avoidance_displacer%20beast_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1698272211422,"modifiedTime":1698325679119,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"m8lh7yBVdte0GdcM","name":"Ускользание/Displacement","type":"feat","system":{"description":{"value":"

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.

","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/air/wind-vortex-swirl-blue-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"displacement_displacer%20beast_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1698272211422,"modifiedTime":1698325714313,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1698272204526,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Бородатый дьявол/Bearded Devil","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"bearded%20devil_mm"},"core":{}},"_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 barbed devil has a [[/r 1d100]]{30 percent} chance of summoning one barbed devil.
  • A bearded devil has a [[/r 1d100]]{30 percent} chance of summoning one bearded devil.
  • A bone devil has a [[/r 1d100]]{40 percent} chance of summoning [[/r 2d6]] spined devils or one bone devil.
  • An erinyes has a [[/r 1d100]]{50 percent} chance of summoning [[/r 3d6]] spined devils, [[/r 1d6]] bearded devils, or one erinyes.
  • A horned devil has a [[/r 1d100]]{30 percent} chance of summoning one horned devil.
  • An ice devil has a [[/r 1d100]]{60 percent} chance of summoning one ice devil.
  • A pit fiend summons [[/r 2d4]] bearded devils, [[/r 1d4]] barbed devils, or one erinyes with no chance of failure.

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

Variant: Summon Devil (1/Day)

[–]

The devil chooses what to summon and attempts a magical summoning.

A 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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The devil makes two attacks: one with its beard and one with its glaive.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d8 + 2]]) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be @condition[poisoned] for 1 minute. While @condition[poisoned] in this way, the target can't regain hit points. 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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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 10 ft., one target. Hit: 8 ([[/r 1d10 + 3]]) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 ([[/r 1d10]]) 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 5 ([[/r 1d10]]). 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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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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The devil can't be @condition[frightened] while it can see an allied creature within 30 feet of it.

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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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The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one creature. Hit: 3 ([[/r 1d4 + 1]]) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically @condition[petrified]. On a failed save, the creature begins to turn to stone and is @condition[restrained]. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is @condition[petrified] for 24 hours.

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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 melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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Изготовленный из крепкой, но гибкой кожи проклёпанный доспех усилен тесно расположенными шипами или заклёпками.

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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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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:

  • 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.
  • 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.
  • 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.
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:

  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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.

","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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"BflmUd2rvnNC7Gfr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

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.

","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":14,"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%20white%20dragon_mm_mm"}},"effects":[],"_id":"jVFr367vtsrs6xl9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Cold Breath","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"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":[["12d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"cold%20breath%20%7b%40recharge%205%7d_adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"U67C7QGJJnqDqUlR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"E4hrPEgYGxkx4Veg","name":"Ice Walk","type":"feat","system":{"description":{"value":"

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.

","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%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":"Cr9gdIelnvtbKI9T","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%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":"NWw4o6CFkm3otGOa","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 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.

","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 + 6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"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%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"}},{"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
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.GNXlJYv1iZ2c8CjY]{Detect}
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.Cr9gdIelnvtbKI9T]{Tail Attack}
  • @UUID[Actor.567Kj2nfapXLUDdz.Item.NWw4o6CFkm3otGOa]{Wing Attack}
\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":"VtkKenDiVqZnFjYX","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Freezing fog fills a 20-foot-radius sphere ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","cold"],["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"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%20freezing%20fog%20fills%20a%2020-foot-radius%20sphere%20..._adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"yGC21NTyyzKvHFaZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Jagged ice shards fall from the ceiling, ...","type":"feat","system":{"description":{"value":"

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.

","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":[["3d6","piercing"]],"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%20jagged%20ice%20shards%20fall%20from%20the%20ceiling%2c%20..._adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"L7MvkqTKcUrugrwx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon creates an opaque wall of ice on ...","type":"feat","system":{"description":{"value":"

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.

","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%20an%20opaque%20wall%20of%20ice%20on%20..._adult%20white%20dragon_mm_mm"}},"effects":[],"_id":"FBNASeVWhY2ouA6d","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376876098,"modifiedTime":1695376876098,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: Blinding Sleet","type":"feat","system":{"description":{"value":"

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:

  • 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.

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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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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: 5 ([[/r 1d6 + 2]]) piercing damage, or 9 ([[/r 2d6 + 2]]) piercing damage while enlarged.

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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, or 9 ([[/r 2d6 + 2]]) piercing damage while enlarged.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":2,"price":{"value":5,"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":30,"long":120,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"],["2d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"javelin","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":1},"name":"Javelin (Ranged)","type":"weapon","img":"icons/weapons/polearms/javelin-flared.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Javelin"},"plutonium":{"page":"monsterAction","source":"MM","hash":"javelin%20(ranged)_duergar_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"l1ixyO9YAVYN2q9p","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Invisibility","type":"feat","system":{"description":{"value":"

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.

","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":1,"max":"1","per":"sr","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/materials/glass-orb.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"invisibility%20(recharges%20after%20a%20short%20or%20long%20rest)_duergar_mm_mm"}},"effects":[],"_id":"PJkQwV9e3lFyaLfn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"842qU1d4pgZdx4Vi","name":"Duergar Resilience","type":"feat","system":{"description":{"value":"

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

","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/treasure/statue-bust-stone-grey.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"duergar%20resilience_duergar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Gtgc4aUFwU3p5nZS","name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"

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

","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/nature/root-vine-thorned-fire-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"sunlight%20sensitivity_duergar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Чешуйчатый доспех","type":"equipment","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":45,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"scalemail","speed":{"value":null,"conditions":""},"strength":null,"stealth":true,"proficient":1},"img":"icons/equipment/chest/breastplate-scale-grey.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Scale Mail"},"plutonium":{"page":"items.html","source":"PHB","hash":"scale%20mail_phb"}},"effects":[],"_id":"splGH8UNT5DiNRgB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Щит","type":"equipment","system":{"description":{"value":"

Щит изготавливается из дерева или металла, и несётся одной рукой. Использование щита увеличивает КД на 2. Вы получаете преимущество только от одного щита одновременно.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":{"value":10,"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":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":1},"img":"icons/equipment/shield/oval-wooden-boss-steel.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shield"},"plutonium":{"page":"items.html","source":"PHB","hash":"shield_phb"}},"effects":[],"_id":"FdUB8nIm2ZIWh25c","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376912419,"modifiedTime":1695376912419,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376912170,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24400000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Балор/Balor","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"balor_mm"},"core":{}},"_id":"CIwczjKXvtT8vXwJ","img":"foundryvtt-static/tokens/balor.webp","system":{"abilities":{"str":{"value":26,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":20,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":16,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":22,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":19,"calc":"natural","formula":""},"hp":{"value":262,"max":262,"temp":0,"tempmax":0,"formula":"21d12 + 126"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":80,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":120,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.

Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.

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 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 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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Рукопашная атака оружием: +11 к попаданию, досягаемость 10 футов, одна цель. Попадание: Колющий урон 40 (6к10 + 7) плюс 10 (3к6) урона некротической энергией. Если цель — существо, она становится @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченный/Grappled} (Сл высвобождения 17). Пока цель схвачена, она @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутанный/Restrained}, и многоножка не может кусать другую цель.

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Некротическая многоножка совершает одну атаку укусом по существу с размером не больше Среднего, @Compendium[sc-common.sc-common.T5APFHOuq5zx1puY]{Схваченный/Grappled} ей. Если эта атака попадает, существо получает урон от укуса, становится проглоченным и перестает быть схваченным. Будучи проглоченным, существо @Compendium[sc-common.sc-common.p7k1rS3BWUrQKyyS]{Ослеплённый/Blinded} и @Compendium[sc-common.sc-common.Of0qABMxelydd9H6]{Опутанный/Restrained}, и обладает полным укрытием от атак и прочих эффектов, исходящих снаружи некротической многоножки, и получает урон кислотой 21 (6к6) в начале каждого некротической многоножки.

Если некротическая многоножка получает за один ход 30 или больше урона от существа, находящегося внутри, многоножка должна в конце этого хода преуспеть в спасброске Телосложения Сл 15, иначе отрыгнет всех проглоченных существ, которые @Compendium[sc-common.sc-common.5EMd8N6dKSAHxijC]{Сбитый с ног (лежащий ничком)/Prone} в пространстве в пределах 10 футов от многоножки. Если многоножка умирает, проглоченное существо перестает быть опутанным ей, и может высвободиться из трупа, потратив 15 футов перемещения, падая при выходе ничком.

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Существо, касающееся многоножки или попадающее по нему рукопашной атакой, находясь в пределах 5 футов от него, получает 10 (3к6) урона некротической энергией.

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Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

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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.

","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","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":"Beak","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/bones/beak-hooked-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"beak_blood%20hawk_mm_mm"}},"effects":[],"_id":"9iRMXv8iGAJZJF7o","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376893616,"modifiedTime":1695376893616,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"OHKNv4mcfR5m0Onv","name":"Keen Sight","type":"feat","system":{"description":{"value":"

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

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The hawk has advantage on an attack roll against a creature if at least one of the hawk'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_blood%20hawk_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376893616,"modifiedTime":1695376893616,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376893368,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":19900000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Молодой чёрный дракон/Young Black Dragon","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"young%20black%20dragon_mm"},"core":{}},"_id":"T1OgyPHAosYi4qFN","img":"foundryvtt-static/tokens/young-black-dragon.webp","system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"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":18,"calc":"natural","formula":""},"hp":{"value":127,"max":127,"temp":0,"tempmax":0,"formula":"15d10 + 45"},"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":30,"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

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 совершает три атаки: одну укусом, и две когтями.

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Рукопашная атака оружием: +7 к попаданию, досягаемость 10 футов, одна цель.

Попадание: Колющий урон 15 (2к10 + 4) плюс урон кислотой 4 (1к8).

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

Попадание: Рубящий урон 9 (2к4 + 4).

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Сумеречница выдыхает кислоту 30-футовой линией шириной 5 футов. Все существа в этой линии должны совершить спасбросок Ловкости Сл 14, получая урон кислотой 22 (5к8) при провале, или половину этого урона при успехе.

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The dragon can breathe air and water.

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A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits.

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits:

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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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.

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Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.

Beautiful Corrupters.

A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.

Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.

The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A @condition[charmed] creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.

Deadly Kiss.

The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.

Fiendish Offspring.

Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a @creature[cambion] child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.

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One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically @condition[charmed] for 1 day. The @condition[charmed] target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target @condition[charmed] at a time. If it charms another, the effect on the previous target ends.

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The fiend kisses a creature @condition[charmed] by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 ([[/r 5d10 + 5]]) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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The fiend ignores the range restriction on its telepathy when communicating with a creature it has @condition[charmed]. The two don't even need to be on the same plane of existence.

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The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit ([[/r 1d20+4]]{+4} to hit with shillelagh), reach 5 ft., one target. Hit: 3 ([[/r 1d6]]) bludgeoning damage, 4 ([[/r 1d8]]) bludgeoning damage if wielded with two hands, or 6 ([[/r 1d8 + 2]]) bludgeoning damage with @spell[shillelagh].

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Пошептавшись с духами природы, вы создаёте один из следующих эффектов в пределах дистанции:

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В Вашей ладони появляется мерцающее пламя. Оно остаётся там, пока заклинание активно, и не вредит ни вам, ни Вашему снаряжению. Огонь испускает яркий свет в радиусе 10 футов и тусклый свет в пределах ещё 10 футов. Заклинание оканчивается, если вы оканчиваете его действием или накладываете ещё раз.

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Вы можете атаковать этим пламенем, но это тоже оканчивает заклинание. Когда вы накладываете это заклинание, или другим действием в одном из последующих ходов вы можете метнуть пламя в существо, находящееся в пределах 30 футов от вас. Совершите дальнобойную атаку заклинанием. При попадании цель получает урон огнём [[/r 1d8]].

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Урон заклинания увеличивается на [[/r 1d8]], когда вы достигаете 5-го ([[/r 2d8]]), 11-го ([[/r 3d8]]) и 17-го уровня ([[/r 4d8]]).

","chat":"","unidentified":""},"source":"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":"wis","actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"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":"cantrip","formula":"1d8"}},"img":"icons/magic/fire/blast-jet-stream-splash.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Produce Flame"},"plutonium":{"page":"spells.html","source":"PHB","hash":"produce%20flame_phb","propDroppable":"spell"}},"effects":[],"_id":"AzPJFSJCT1WYryzK","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911369,"modifiedTime":1695376911369,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Дубинка","type":"spell","system":{"description":{"value":"

Дерево дубинки или боевого посоха, который вы держите, наполняется силой природы. Пока заклинание активно, вы можете использовать свою базовую характеристику вместо Силы для бросков рукопашной атаки и урона при использовании этого оружия, и кость урона становится равной [[/r d8]]. Если оружие не было магическим, оно становится им. Заклинание оканчивается, если вы наложите его ещё раз или выпустите оружие из рук.

","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":"spec","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":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"mistletoe, a shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/melee/hand-grip-staff-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shillelagh"},"plutonium":{"page":"spells.html","source":"PHB","hash":"shillelagh_phb","propDroppable":"spell"}},"effects":[],"_id":"zqe5KBVedFlcaGSx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911389,"modifiedTime":1695376911389,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Опутывание","type":"spell","system":{"description":{"value":"

Из точки в пределах дистанции на площади квадрата с длиной стороны в 20 футов вырастают цепкие травы и плети. Пока заклинание активно, эти растения превращают землю в труднопроходимую местность.

\n

Существа, находящиеся в этой области, когда вы накладываете заклинание, должны преуспеть в спасброске Силы, иначе они @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.cSVcyZyNe2iG1fIc]{обездвиживаются } растениями до окончания действия заклинания. Обездвиженное растениями существо может действием совершать проверки Силы против СЛ Ваших заклинаний. При успехе оно освобождается.

\n

Когда заклинание оканчивается, вызванные растения увядают.

","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":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":"str","dc":null,"scaling":"wis"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/tentacles/tentacle-earth-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Entangle"},"plutonium":{"page":"spells.html","source":"PHB","hash":"entangle_phb","propDroppable":"spell"}},"effects":[],"_id":"x0iKb1Lb1fs0y6DQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911418,"modifiedTime":1695376911418,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Скороход","type":"spell","system":{"description":{"value":"

Вы касаетесь существа. Пока заклинание активно, скорость существа увеличивается на 10 футов.

\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.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/equipment/feet/boots-leather-laced-brown.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longstrider"},"plutonium":{"page":"spells.html","source":"PHB","hash":"longstrider_phb","propDroppable":"spell"}},"effects":[],"_id":"LUkfYTInoSqogoz9","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911440,"modifiedTime":1695376911440,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Разговор с животными","type":"spell","system":{"description":{"value":"

Вы получаете на время действия заклинания возможность понимать зверей и общаться с ними устно. Знание и сознание многих зверей ограничено их интеллектом, но они как минимум могут дать информацию о ближайших местах и чудовищах, включая тех, кого они видели за последний день. На усмотрение Мастера, вы можете попытаться убедить зверя оказать вам небольшую помощь.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/mammals/deer-antlers-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Speak with Animals"},"plutonium":{"page":"spells.html","source":"PHB","hash":"speak%20with%20animals_phb","propDroppable":"spell"}},"effects":[],"_id":"hnumEG4wBWjF7TYy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911464,"modifiedTime":1695376911464,"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":"wis","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","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/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":"WFWkBXj2PZNquGwL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911499,"modifiedTime":1695376911499,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Почтовое животное","type":"spell","system":{"description":{"value":"

При помощи этого заклинания вы передаёте через животное сообщение. Выберите Крохотного зверя, которого видите в пределах дистанции, такого как белку, сойку или летучую мышь. Вы указываете место, которое когда-то уже посещали, и получателя, описывая его признаки, такие как «мужчина или женщина в униформе городской стражи» или «рыжий дварф в остроконечной шляпе». Вы также произносите сообщение длиной не более 25 слов. Зверь в течение длительности заклинания двигается в указанное место, покрывая примерно 50 миль за 24 часа при полёте или 25 миль при других видах перемещения.

\n

Прибыв на место, зверь передаёт ваше сообщение описанному вами существу, изображая звук вашего голоса. Зверь передаст послание только существу, подходящему данному вами описанию. Если зверь не достигнет места до окончания действия заклинания, сообщение будет утеряно, а зверь начнёт возвращаться к тому месту, где вы наложили на него заклинание.

\nНа больших уровнях. Если вы накладываете это заклинание, используя ячейку 3 уровня или выше, его длительность увеличивается на 48 часов за каждый уровень ячейки выше второго.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"a morsel of food","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/birds/dove-pigeon-flying-white.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Animal Messenger"},"plutonium":{"page":"spells.html","source":"PHB","hash":"animal%20messenger_phb","propDroppable":"spell"}},"effects":[],"_id":"XRcR3VxQbKACYJE3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911531,"modifiedTime":1695376911531,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Дубовая кора","type":"spell","system":{"description":{"value":"

Вы касаетесь согласного существа. Пока заклинание активно, кожа цели становится грубой и похожей внешне на кору дуба, а КД не может быть ниже 16, вне зависимости от надетых доспехов.

","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":"wis","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"wis"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/barrier-shield-wood-vines.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Barkskin"},"plutonium":{"page":"spells.html","source":"PHB","hash":"barkskin_phb","propDroppable":"spell"}},"effects":[{"_id":"uM6rgctYpcbCVSkn","flags":{"plutonium":{"dedupeId":"barkskin"}},"changes":[{"key":"system.attributes.ac.formula","value":"16","mode":5,"priority":null},{"key":"system.attributes.ac.calc","value":"custom","mode":5,"priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":3600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/nature/barrier-shield-wood-vines.webp","origin":"Item.VQMKMnQDw5rzL0zp","tint":null,"transfer":false,"name":"Barkskin","description":"","statuses":[]}],"_id":"HrOZYKVDs0csIvDC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911560,"modifiedTime":1695376911560,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
Spellcasting.

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, [[/r 1d20+4]]{+4} to hit with spell attacks). It has the following druid spells prepared:

  • Cantrips (at will): @UUID[Actor.TKRyHPlVYI20Bd65.Item.lNcswTTsozcsri4C], @UUID[Actor.TKRyHPlVYI20Bd65.Item.AzPJFSJCT1WYryzK], @UUID[Actor.TKRyHPlVYI20Bd65.Item.zqe5KBVedFlcaGSx]

  • 1st level (4 slots): @UUID[Actor.TKRyHPlVYI20Bd65.Item.x0iKb1Lb1fs0y6DQ], @UUID[Actor.TKRyHPlVYI20Bd65.Item.LUkfYTInoSqogoz9], @UUID[Actor.TKRyHPlVYI20Bd65.Item.hnumEG4wBWjF7TYy], @UUID[Actor.TKRyHPlVYI20Bd65.Item.WFWkBXj2PZNquGwL]

  • 2nd level (3 slots): @UUID[Actor.TKRyHPlVYI20Bd65.Item.XRcR3VxQbKACYJE3], @UUID[Actor.TKRyHPlVYI20Bd65.Item.HrOZYKVDs0csIvDC]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_druid_mm_mm"}},"effects":[],"_id":"GdF6LrFJvCoi4t2V","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376911581,"modifiedTime":1695376911581,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911102,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":14000000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Спрайт/Sprite","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"sprite_mm"},"core":{}},"_id":"MAsWw2PJfeusplcM","img":"foundryvtt-static/tokens/sprite.webp","system":{"abilities":{"str":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":2,"max":2,"temp":0,"tempmax":0,"formula":"1d4"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Forest Protectors.

Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.

Heart Seers.

Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie.

Poison Brewers.

In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

Good-Hearted.

Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.

Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble.

[–]

The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars. An' when I stood up an' looked around, both the tree an' the wee village were gone.

— Tale of a half-orc ranger

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

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The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked @condition[prone]. If the target is @condition[prone], the lion can make one bite attack against it as a bonus action.

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With a 10-foot running start, the lion can long jump up to 25 feet.

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Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.

Amoeboid Form.

The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease.

Mouths of Madness.

When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand @condition[paralyzed], fixated on the horrific creature as it oozes forward to consume them.

All-Consuming.

Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.

A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 5 ft., one creature. Hit: 17 ([[/r 5d6]]) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked @condition[prone]. If the target is killed by this damage, it is absorbed into the mouther.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be @condition[blinded] until the end of the mouther's next turn.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

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The mouther babbles incoherently while it can see any creature and isn't @condition[incapacitated]. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a [[/r d8]] to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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

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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]].

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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.

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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.

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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.

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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.

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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:

  • Cantrips (at will): @UUID[Actor.WjcBhFJOQtPhRZV3.Item.6BolwSkYZALyOaio], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.RMOSqwcACvOfbF6P], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.UmG2uSsxtld81xbz]

  • 1st level (3 slots): @UUID[Actor.WjcBhFJOQtPhRZV3.Item.EB2BPRjtpin1DilJ], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.mSon004y65zSUlC2], @UUID[Actor.WjcBhFJOQtPhRZV3.Item.28vQmCC2BSq8SRSG]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_acolyte_mm_mm"}},"effects":[],"_id":"Jm8YQ0zpMHgPO2C3","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376870986,"modifiedTime":1695376870986,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376864431,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":16100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Рыцарь/Knight","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"knight_mm"},"core":{}},"_id":"92cSI5cGHVM1s4TJ","img":"foundryvtt-static/tokens/knight.webp","system":{"abilities":{"str":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":14,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":null,"calc":"default","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":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

","public":""},"alignment":"any alignment","race":"","type":{"value":"humanoid","subtype":"any race","swarm":"","custom":""},"environment":"Urban","cr":3,"spellLevel":0,"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":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":"Рыцарь","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/knight.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":[{"name":"Multiattack","type":"feat","system":{"description":{"value":"

The knight makes two melee attacks.

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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":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":"greatsword","properties":{"hvy":true,"two":true},"proficient":1},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatsword_knight_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"vOhDbKzHzX1ENhiB","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376947691,"modifiedTime":1695376947691,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+2]]{+2} to hit, range 100/400 ft., one target. Hit: 5 ([[/r 1d10]]) piercing damage.

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

Попадание: Колющий урон 5 (1к6 + 2). Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 12, иначе станет проклятой ликантропией вервольфа.

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

Попадание: Рубящий урон 7 (2к4 + 2).

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A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.

Oozes[–]

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.

The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

Slow Death.

An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

Unwitting Servants.

Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

Spawn of Juiblex.

According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.

Ooze Nature.

An ooze doesn't require sleep.

Variant: Psychic Gray Ooze

[–]

A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability.

A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action.

Psychic Crush (Recharge [[/r 1d6]]{5–6}).

The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 ([[/r 3d6]]) psychic damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack: [[/r 1d20+3]]{+3} to hit, reach 5 ft., one target. Hit: 4 ([[/r 1d6 + 1]]) bludgeoning damage plus 7 ([[/r 2d6]]) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

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While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

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Большинство вервольфов начинает сторониться цивилизованных земель практически сразу же после превращения. Те, кто борются с проклятьем, опасаются за своих родных и близких, так как не уверены в своем контроле. Те, кто приняли проклятье, боятся своих действий и жажды убийств. В дикой среде вервольфы образуют стаи, в которых можно встретить обычных и лютых волков.

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Вервольф совершает две атаки: две копьём (в облике гуманоида) или одну укусом и одну когтями (в гибридном облике).

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Попадание: Колющий урон 6 (1к8 + 2).

Если цель — гуманоид, она должна преуспеть в спасброске Телосложения Сл 12, иначе станет проклятой ликантропией вервольфа.

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

Попадание: Рубящий урон 7 (2к4 + 2).

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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 проверки Мудрости (Восприятие), полагающиеся на слух и обоняние.

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The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth.

Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

Reserved Shapeshifters.

Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

Master Hoarders.

A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

A Gold Dragon's Lair[–]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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; the dragon can't use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Additional Lair Action.

At your discretion, a legendary (@creature[Adult Gold Dragon||adult] or @creature[Ancient Gold Dragon||ancient]) gold dragon can use the following additional lair action while in its lair:

  • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be @condition[charmed] by the dragon until initiative count 20 on the next round.

Regional Effects[–]

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

Variant: Dragons as Innate Spellcasters

[–]

This dragon can innately cast seven 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 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 seven 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 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+14]]{+14} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing 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 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_adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"FTc2a6ljJFabxc7c","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WoOlHZEb8JpogMCN","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.hYd5ygfTkn7liFQN.Item.F3zGBeHhFqQAew8B]{Fire Breath} or @UUID[Actor.hYd5ygfTkn7liFQN.Item.843SMQB0az48QS7v]{Weakening 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_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"F3zGBeHhFqQAew8B","name":"Breath Weapons: 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 66 ([[/r 12d10]]) 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"WoOlHZEb8JpogMCN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"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%20fire%20breath_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"843SMQB0az48QS7v","name":"Breath Weapons: Weakening Breath","type":"feat","system":{"description":{"value":"

The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"WoOlHZEb8JpogMCN","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":21,"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%20weakening%20breath_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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_adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"OoWddXuGygVOrSgZ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"aChHxdOPNSKoz8YB","name":"Amphibious","type":"feat","system":{"description":{"value":"

The dragon can breathe air and water.

","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/creatures/frog-spotted-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"amphibious_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"5y4AilsG1NbeyXe8","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"n6Wh22p2ekDKWh7M","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_adult%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZxmAOppFzodMVdxg","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"k4PudOIQcAfE3hez","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%20gold%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"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
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.n6Wh22p2ekDKWh7M]{Detect}
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.ZxmAOppFzodMVdxg]{Tail Attack}
  • @UUID[Actor.hYd5ygfTkn7liFQN.Item.k4PudOIQcAfE3hez]{Wing Attack}
\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":"HOzpIWhr0bCf6rkQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The dragon glimpses the future, so it has ...","type":"feat","system":{"description":{"value":"

The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws 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%20glimpses%20the%20future%2c%20so%20it%20has%20..._adult%20gold%20dragon_mm_mm"}},"effects":[],"_id":"xiEmYWpEwyC04Fti","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376874087,"modifiedTime":1695376874087,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: One creature the dragon can see within 120 ...","type":"feat","system":{"description":{"value":"

One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

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Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area 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 region containing a legendary gold 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 end immediately.

Additional Regional Effects.

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

  • Beneficent Trail. Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.

  • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.

  • Liar's Revelation. Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

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Базовой характеристикой Призрачного лиса является Харизма (Сл спасброска от заклинания 15). Дриада может накладывать следующие заклинания, не нуждаясь в материальных компонентах:

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

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Призрачный лис 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 15, 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 Призрачного лиса, 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 этого Призрачного лиса на следующие 24 часа.

У Призрачного лиса 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"},"core":{"sourceId":"Actor.KWhk9HtUvpHD4wvD.Item.lzQb8pmWvXauCE3Q"}},"effects":[],"_id":"YxXuV4E7WT9AjSOx","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698329157032,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"xCWfe0h4p6Cl7Ole","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":"","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":[["1d10","force"]],"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/control/debuff-energy-snare-purple-blue.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"incorporeal%20movement_will-o'-wisp_mm_mm"},"core":{"sourceId":"Actor.C1nnBTUoOMRHCIQC.Item.IVSFYpIQlAuh82qa"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695377009608,"modifiedTime":1698329085085,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Друидизм/Druidcraft","type":"spell","system":{"description":{"value":"
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Шепча духам природы, вы создаете один из этих эффектов в пределах дистанции:

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","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":1698329499941,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"KnAa8k6JE3QGtvGh","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":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":30,"width":null,"units":"ft","type":"space"},"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":"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/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":"2.3.1","coreVersion":"11.313","createdTime":1695760483879,"modifiedTime":1698329589602,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"6WxLfIYcjIvoNEgo","sort":0},{"name":"Терновый хлыст/Thorn Whip","type":"spell","system":{"description":{"value":"
\n

Вы создаёте длинный хлыст, похожий на лиану, усеянную шипами. По вашему приказу он хлещет существо в пределах дистанции. Совершите атаку заклинанием в ближнем бою по цели. При попадании существо получает [[/r 1d6]] колющего урона. Если это существо крупного размера или меньше, вы притягиваете это существо к себе на 10 футов или менее.

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Урон заклинания увеличивается на  [[/r 1d6]], когда вы достигаете 5-го ([[/r 2d6]]), 11-го ([[/r 3d6]]) и 17-го уровня ([[/r 4d6]]).

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","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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"msak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","piercing"]],"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":"the stem of a plant with thorns","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"img":"icons/magic/nature/vines-thorned-glow-green.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"thorn%20whip_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.zpLTjuRzFWZoodNK"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760487425,"modifiedTime":1698329514250,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"S2JaMdzn2Z2L30jH","sort":0},{"name":"Замешательство/Confusion","type":"spell","system":{"description":{"value":"
\n

Заклинание затуманивает разум существ, вызывая у них бред и провоцируя на неуправляемые действия. Каждое существо в пределах сферы радиусом 10 футов вокруг выбранной вами точки в пределах дистанции должно пройти испытание Мудрости, при провале оно попадает под влияние заклинания.

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 Под влиянием заклинания цель не может совершать ответные действия и должна бросать [[/r d10]] в начале каждого своего хода, чтобы определить, как она поведёт себя в этот ход.

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Поведение замешательства
[[/r d10]]Поведение 
1Цель тратит всю свою скорость на перемещение в случайном направлении. Чтобы определить направление, бросьте [[/r d8]], назначив направление для каждого значения. В этот ход существо не совершает действие. 
2-6Цель не перемещается и не совершает действий в этот ход.
7-8Цель использует действие, чтобы совершить атаку ближнего боя по случайно выбранному существу в пределах зоны досягаемости. Если в зоне досяга емости нет существ, цель ничего не делает в этот ход 
9-10Цель перемещается и действует как обычно.
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В конце каждого своего хода цель может пройти испытание Мудрости. При успехе заклинание прекращает действовать на неё.
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На высоких кругах.
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Если вы сотворяете это заклинание, используя ячейку 5-го круга или выше, радиус сферы увеличивается на 5 футов за каждый круг ячейки выше 4-го.
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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/amphibians/frog-confused-green-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"confusion_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.7LmAdtGPHpmVKaBD"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760478463,"modifiedTime":1698329638277,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"Ni9UhjTRAFmmolgx","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.

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","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":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":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":"innate","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":1698329523926,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"uJhG98php1L1AwWw","sort":0},{"name":"Обнаружение зла и добра/Detect Evil and Good","type":"spell","system":{"description":{"value":"
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Пока длится заклинание, вы знаете, есть ли в пределах 30 футов от вас аберрация, бестия, небожитель, нежить, фея или элементаль, а также местонахождение этого существа. Аналогично вы узнаёте, если в пределах 30 футов есть место или объект, магически освящённый или осквернённый. Заклинание проходит через большинство препятствий. Его блокируют 1 фут камня, 1 дюйм обычного металла, тонкий лист свинца или з фута дерева или земли.

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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":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":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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/time/day-night-sun-moon.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20evil%20and%20good_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.8PoZbPsMWsKQuk8d"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479370,"modifiedTime":1698329533365,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"P1GKTtp30za1CwbS","sort":0},{"name":"Обнаружение мыслей/Detect Thoughts","type":"spell","system":{"description":{"value":"
\n

Пока длится заклинание, вы можете прочесть мысли некоторых существ. Когда вы сотворяете это заклинание или в качестве действия в каждый ваш ход, вы можете сфокусировать свой разум на одном существе, которое видите в пределах 30 футов от вас. Если у выбранного вами существа Интеллект 3 или ниже или оно не говорит ни на одном языке, заклинание на него не действует

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Вы сперва узнаете поверхностные мысли существа что у него на уме в данный момент. В качестве действия вы можете либо переключить внимание на мысли другого существа, либо попытаться проникнуть глубже в разум того же существа. Если вы проникаете глубже, цель должна пройти испытание Мудрости. При провале вы понимаете ее рассуждения (если есть), эмоциональное состояние и то, что для нее важно (например, что ее волнует, что она любит или ненавидит). При успехе заклинание прекращает действовать. В любом случае цель узнаёт, что вы читали её мысли. Если вы не переключитесь на мысли другого существа, цель может использовать действие в свой ход, чтобы пройти проверку Интеллекта в состязании с вашей проверкой Интеллекта; при успехе цели заклинание прекращает действовать.

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Вопросы, заданные цели вслух, могут естественным образом направить течение её мыслей, так что заклинание особенно полезно при допросе.

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Вы также можете использовать его, чтобы обнаружить присутствие мыслящих существ, которых не видите. Когда вы сотворяете это заклинание или в качестве действия, пока оно длится, вы можете поискать чужие мысли в пределах 30 футов от вас. Заклинание проходит через большинство препятствий. Его блокируют 2 фута камня, 2 дюйма обычного металла или тонкий лист свинца. Нельзя обнаружить мысли существа с Интеллектом 3 или ниже или такого, которое не говорит ни на одном языке.

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Обнаружив присутствие существа таким образом, вы можете читать его мысли до конца длительности заклинания, как описано выше, даже если не видите цель, но только пока она остаётся в пределах дистанции.

\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":"self","type":"creature"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"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":"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":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/lightning/bolt-strike-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"detect%20thoughts_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.dGAlxZBNvWf8j5Za"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479456,"modifiedTime":1698329597208,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"ubMsa3AZHhjijjCS","sort":0},{"name":"Рассеивание магии/Dispel Magic","type":"spell","system":{"description":{"value":"
\n
Выберите одно существо, объект или магический эффект в пределах дистанции. Любое заклинание 3-го круга или ниже, наложенное на цель, прекращает действовать. Для каждого заклинания 4-го круга или выше пройдите проверку своей заклинательной характеристики. СЛ равна 10+ круг заклинания. При успехе заклинание прекращает действовать.
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 4-го круга или выше, вы автоматически рассеиваете те заклинания, наложенные на цель, чей круг ниже или равен кругу использованной вами ячейки.
\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":120,"long":null,"units":"ft"},"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":3,"school":"abj","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/plant-sprout-hand-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20magic_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.uu9DvOincsQXWUrH"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760479607,"modifiedTime":1698329617623,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"QdVdvbgTLjKBbLUX","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":1,"max":"1","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":1698329544567,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"a1yGxn0JmwuV2TVs","sort":0},{"name":"Полёт/Fly","type":"spell","system":{"description":{"value":"
\n

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

\n

На высоких кругах.

\n

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

\n
","chat":"","unidentified":""},"source":"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"},"range":{"value":0,"long":null,"units":"touch"},"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":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/abilities/wings-birdlike-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"fly_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.t5VOtEWj2WHRLeU3"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760480902,"modifiedTime":1698329628511,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"OXQ43bnd2hmshahD","sort":0},{"name":"Сила фантазма/Phantasmal Force","type":"spell","system":{"description":{"value":"
\n

Вы создаёте иллюзию, и она укореняется в разуме существа, которое вы видите в пределах дистанции. Цель должна пройти испытание Интеллекта. При провале вы создаёте фантазм объекта, существа или иного видимого явления на ваш выбор размером не более 10-футового куба. Его наблюдает только цель и только пока длится заклинание. Заклинание не действует на нежить и конструкции.

\n

Фантазм также воспроизводит звуки, температуру и прочие признаки, которые воспринимает только цель

\n

Цель может использовать действие, чтобы изучить образ, пройдя проверку Интеллекта (Расследование). СЛ проверки равна СЛ испытаний против ваших заклинаний. При успехе существо распознаёт иллюзию, и заклинание прекращает действовать.

\n

Пока заклинание влияет на цель, та воспринимает фантазм как реальность. Цель находит объяснения странным результатам взаимодействия с образом. К примеру, если цель пытается пройти по иллюзорному мосту через провал, она упадёт, провалившись сквозь него. Если цель переживёт падение, она будет считать, что мост всё же реален, а упала она по другой причине — ее толкнули, она поскользнулась, сильный ветер сдул ее, и тому подобное.

\n

Цель настолько убеждена в реальности фантазма, что может даже получать от него урон. Фантазм, созданный в виде существа, может атаковать цель. Аналогично, если фантазм выглядит как пламя, кислота или лава, он может обжечь цель. Каждый раунд в ваш ход фантазм может нанести цели [[/r 1d6]] психического урона, если она в области фантазма или в пределах 5 футов от него и если иллюзия выглядит как существо или опасность, которые наносят урон. Цель считает, что получила урон того типа, который соответствует иллюзии.

\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":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":2,"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":false},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/slimes/slime-giant-face-eyes.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"phantasmal%20force_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.Zkki6DFbTDSUgiIe"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760484402,"modifiedTime":1698329607107,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"euuVdBeDmv50xw1i","sort":0},{"name":"Сон/Sleep","type":"spell","system":{"description":{"value":"
\n
Заклинание погружает существ в магическую дрёму.
\n
 
\n
Бросьте [[/r 5d8]]; результат укажет, на существ с каким суммарным количеством ПЗ влияет это заклинание.
\n
Существа в пределах 20 футов от выбранной вами точки в пределах дистанции подпадают под действие заклинания в порядке возрастания их текущих П3 (игнорируя существ @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{без сознания}).
\n
 
\n
Начиная с существа с наименьшими текущими П3, каждое существо, попавшее под действие заклинания,  @Compendium[laaru-dnd5-hw.sostoyaniya.EqNxVPxL66DdILMq]{теряет сознание}, пока длится заклинание. Существо приходит в сознание, если получает урон или кто-то использует действие, чтобы разбудить его. Вычитайте П3 каждого существа из результата броска, прежде чем перейти к следующему существу в порядке возрастания ПЗ. Количество ПЗ существа должно быть равно или меньше остатка результата, чтобы заклинание подействовало на это существо.
\n
 
\n
На нежить и существ с невосприимчивостью к @Compendium[laaru-dnd5-hw.sostoyaniya.5vKRVm8wXReUJasS]{обворожению} это заклинание не действует.
\n
 
\n
На высоких кругах.
\n
Если вы сотворяете это заклинание, используя ячейку 2-го круга или выше, бросьте дополнительно [[/r 2d8]] за каждый круг ячейки выше 1-го.
\n
","chat":"","unidentified":""},"source":"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":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"img":"icons/magic/control/sleep-bubble-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"plutonium":{"page":"spells.html","source":"PHB","hash":"sleep_phb","propDroppable":"spell"},"core":{"sourceId":"Compendium.sc-spells.sc spells.Item.eWG3ieKFnqemQmo4"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695760486374,"modifiedTime":1698329553882,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"MjLsQZaP5vcqQI9B","sort":0},{"_id":"dTGtqTlNjAZFMo4h","name":"Путешествие через деревья/Tree Stride","type":"feat","system":{"description":{"value":"

Один раз в свой ход Призрачный лис 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"},"core":{"sourceId":"Actor.KWhk9HtUvpHD4wvD.Item.nb5RihSLIBe2t308"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376911800,"modifiedTime":1698329704662,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1698328785031,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Слон/Elephant","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"elephant_mm"},"core":{}},"_id":"ijPaXPcPfpUWvTlD","img":"foundryvtt-static/tokens/elephant.webp","system":{"abilities":{"str":{"value":22,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":9,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":3,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":6,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":12,"calc":"natural","formula":""},"hp":{"value":76,"max":76,"temp":0,"tempmax":0,"formula":"8d12 + 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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 19 ([[/r 3d8 + 6]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one @condition[prone] creature. Hit: 22 ([[/r 3d10 + 6]]) bludgeoning damage.

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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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Упыри бродят по ночам группами, движимые жаждой человеческой плоти.

Пожиратели плоти. Как черви или жуки-падальщики, упыри изобилуют там, где пировала смерть и властвует разложение. Упыри часто наведываются в места, где могут разжиться мертвечиной или вырванными из тела внутренностями. Если упырь не может найти мертвечину, он преследует живых. Упырь не может насытиться пожранным трупом, но, движимый неутолимым голодом, находится в постоянном поиске пищи. Плоть упыря не гниёт и не разлагается, и эта тварь, находясь без пищи в склепе или усыпальнице, может ожидать неисчислимые века.

Порождения Бездны. Упыри ведут своё происхождение из Бездны. Доресэйн, первый из их породы, был некогда эльфом, поклонявшимся Оркусу. Обратившись против собственного народа, он устраивал пиры из плоти человекоподобных рас во славу Демонического Повелителя Нежити. В награду за служение Оркус превратил Доресэйна в первого упыря. Доресэйн ревностно служил Оркусу в Бездне, превращая в упырей других слуг демонического повелителя, вплоть до вторжения Йеногу, демонического повелителя гноллов, лишившего Доресэйна его владений. Когда Оркус не заступился за него, Доресэйн обратился к эльфийским богам, моля о спасении, и те из жалости спасли его от неминуемой гибели. С тех пор эльфы неподвластны парализующим прикосновениям упырей.

Вурдалаки. Оркус иногда вливает в упыря больше энергии Бездны, превращая его в вурдалака. Упыри немногим умнее диких зверей, а вурдалак хитёр и может заставить группу упырей выполнять его команды.

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Рукопашная атака оружием: +2 к попаданию, досягаемость 5 футов, одно существо.

Попадание: Колющий урон 9 (2к6 + 2).

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

Попадание: Рубящий урон 7 (2к4 + 2). Если цель — существо, не являющееся эльфом или нежитью, она должна преуспеть в спасброске Телосложения Сл 10, иначе станет парализованной на 1 минуту. Цель может повторять этот спасбросок в конце каждого своего хода, оканчивая эффект на себе при успехе.

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I hear centaurs make excellent mounts!

— Batley Summerfoot, a halfling adventurer who never read HOOVES OF FURY, by Iryil Grayborn of Sundown

Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.

Wilderness Nomads.

Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.

Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.

Reluctant Settlers.

A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.

Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.

[–]

I hear centaurs make excellent mounts!

— Batley Summerfoot, a halfling adventurer who never read Hooves of Fury by Irvil Grayborn of Sundown

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The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 10 ft., one target. Hit: 9 ([[/r 1d10 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) bludgeoning 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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If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ([[/r 3d6]]) piercing damage.

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This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.

Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.

Blood Drain.

A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal.

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 5 ([[/r 1d4 + 3]]) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 ([[/r 1d4 + 3]]) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

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An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Deva.

Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.

Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.

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The deva makes two melee attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 7 ([[/r 1d6 + 4]]) bludgeoning damage plus 18 ([[/r 4d8]]) radiant damage.

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The deva touches another creature. The target magically regains 20 ([[/r 4d8 + 2]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less 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 deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra [[/r 4d8]] radiant damage (included in the attack).

","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":[["4d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_deva_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905129,"modifiedTime":1695376905129,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"BgL87Fdwm8xwMkbn","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

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

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Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"XpyuGCPRg3s0AtyP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905178,"modifiedTime":1695376905178,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Оживление","type":"spell","system":{"description":{"value":"

Вы возвращаете к жизни мёртвое существо, которого касаетесь, при условии, что оно мертво не более 10 дней. Если душа этого существа может воссоединиться с телом и хочет этого, существо воскрешается с 1 хитом.

\n

Это заклинание также нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт. Это заклинание не может оживить нежить.

\n

Это заклинание исцеляет все раны, но не восстанавливает отсутствующие части тела. Если у существа отсутствуют жизненно важные части тела — например, голова — заклинание автоматически проваливается.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

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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":"VElmPjjpUQ9d2JGD","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905231,"modifiedTime":1695376905231,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

  • At will: @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.VElmPjjpUQ9d2JGD]

  • 1/day each: @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.XpyuGCPRg3s0AtyP], @UUID[Actor.KwhtjfKEf5MC6ZZA.Item.rn8oXfBWmw1QEUq7]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_deva_mm_mm"}},"effects":[],"_id":"lfgt2aoxBZGrNcC5","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376905251,"modifiedTime":1695376905251,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.4.1","coreVersion":"11.315","createdTime":1695376904916,"modifiedTime":1705700367415,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":10500000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} 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The scorpion makes three attacks: two with its claws and one with its sting.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one target. Hit: 6 ([[/r 1d8 + 2]]) bludgeoning damage, and the target is @condition[grappled] (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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Melee Weapon Attack: [[/r 1d20+4]]{+4} to hit, reach 5 ft., one creature. Hit: 7 ([[/r 1d10 + 2]]) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 ([[/r 4d10]]) poison damage on a failed save, or half as much damage on a successful one.

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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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меч","displayName":20,"actorLink":false,"appendNumber":false,"prependAdjective":false,"texture":{"src":"foundryvtt-static/tokens/flying-sword.webp","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":60,"angle":360,"visionMode":"basic","attenuation":0.1,"brightness":1,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Длинный меч/Longsword","type":"weapon","system":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":{"value":15,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"ver":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"lgt":false,"mgc":false,"thr":false,"fir":false,"spc":false,"rel":false,"sil":false,"hvy":false,"fin":false,"foc":false},"proficient":null},"img":"https://static.kdiva.ru/foundry-main/icons/items/longsword.webp","flags":{"plutonium":{"page":"items.html","source":"PHB","hash":"longsword_phb","propDroppable":"item","isStandardDragDrop":true},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":false},"quickFooter":{"value":true},"quickAttack":{"value":true},"quickVersatile":{"value":false},"consumeQuantity":{"value":false}},"cf":{"id":"temp_eb4k62fb3wv","path":"Оружие#/CF_SEP/Воинское#/CF_SEP/Ближнего боя","color":"#000000"},"core":{"sourceId":"Compendium.sc-items.sc-items.Item.8qTgqYWQHJ0MDDjV"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1684491835599,"modifiedTime":1695397938341,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"rlxo0LJzSgItWDsL","folder":"pswTFOWnfdo2Gber","sort":0,"ownership":{"default":0,"69errX5icTTkmsBo":3,"obrwfAxYvqkv5TBo":3}},{"name":"Обманчивая внешность/False Appearance","type":"feat","system":{"description":{"value":"

Пока существо остается без движения, оно неотличимо от окружающей обстановки.

","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/control/debuff-chains-purple.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"false%20appearance_animated%20armor_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.TA2wvMMQTkuHPKpS"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397942587,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"drPThDAVIPaT9Y7C","sort":100000},{"name":"Восприимчивость к антимагии/Antimagic Susceptibility","type":"feat","system":{"description":{"value":"

Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

","chat":"","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/gems/pearl-brown-red.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"antimagic%20susceptibility_animated%20armor_mm_mm"},"core":{"sourceId":"Compendium.sc-creatures.sc-creature-features.Item.0tho1z4IIogSiA0d"}},"effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376883016,"modifiedTime":1695397943490,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"_id":"yHNQY8oPQIxcnZhx","sort":300000}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376919686,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":31800000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Болотная карга/Green Hag","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"green%20hag_mm"},"core":{}},"_id":"4Ot1DITCnwqH1wRb","img":"foundryvtt-static/tokens/green-hag.webp","system":{"abilities":{"str":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":12,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":16,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":14,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":82,"max":82,"temp":0,"tempmax":0,"formula":"11d8 + 33"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":0,"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":"

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:

  • 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.
  • 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.

A powerful green hag might have the following additional lair action:

  • 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.

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:

  • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
  • Beasts that have an Intelligence score of 2 or lower are @condition[charmed] by the hag and directed to be aggressive toward intruders in the area.
  • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.

A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.
  • The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Trees transform into awakened trees and attack when hostile intruders are near.

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.

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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
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\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.

\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

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","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.

\n

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.

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Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Demonic Origin.

The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.

Nomadic Destroyers.

Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.

Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.

Thirst for Blood.

No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.

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

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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 6 ([[/r 1d8 + 2]]) piercing damage if used with two hands to make a melee attack.

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Ranged Weapon Attack: [[/r 1d20+4]]{+4} to hit, range 20/60 ft., one target. Hit: 5 ([[/r 1d6 + 2]]) piercing damage, or 6 ([[/r 1d8 + 2]]) piercing damage if used with two hands to make a melee attack.

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Ranged Weapon Attack: [[/r 1d20+3]]{+3} to hit, range 150/600 ft., one target. Hit: 5 ([[/r 1d8 + 1]]) piercing damage.

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When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

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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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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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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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The fungus makes [[/r 1d4]] Rotting Touch attacks.

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Melee Weapon Attack: [[/r 1d20+2]]{+2} to hit, reach 10 ft., one creature. Hit: 4 ([[/r 1d8]]) necrotic damage.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.

Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.

[–]

Remind me again why we're on this quest?

— Ethelrede the fighter, after his first darkmantle encounter

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Melee Weapon Attack: [[/r 1d20+5]]{+5} to hit, reach 5 ft., one creature. Hit: 6 ([[/r 1d6 + 3]]) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also @condition[blinded] and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

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A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains @status[concentration], up to 10 minutes (as if @status[concentration||concentrating] on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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

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While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

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

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A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.

Variant: Giant Lizard Traits

[–]

Some giant lizards have one or both of the following traits.

Hold Breath.

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb.

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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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.

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The lizard can hold its breath for 15 minutes.

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The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","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/invertebrates/spider-beetle-runed-green.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"spider%20climb_giant%20lizard%20(hold%20breath%20and%20spider%20climb)_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376926782,"modifiedTime":1695376926782,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376926730,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":0,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Врак/Vrock","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"vrock_mm"},"core":{}},"_id":"8IZP9OIL0A6ZfPWF","img":"foundryvtt-static/tokens/vrock.webp","system":{"abilities":{"str":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":15,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":18,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":8,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":8,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":104,"max":104,"temp":0,"tempmax":0,"formula":"11d10 + 44"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":40,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":""},"details":{"biography":{"value":"

Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.

Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.

Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse.

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 vrock has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d4]] dretches or one vrock.

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 vrock makes two attacks: one with its beak and one with its talons.

","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_vrock_mm_mm"}},"effects":[],"_id":"AdbiPfhwSMEuCKPO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695377001817,"modifiedTime":1695377001817,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) piercing damage.

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

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

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't @condition[incapacitated].

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From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.

Arctic Predators.

Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.

Young Ones.

Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.

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Melee Weapon Attack: [[/r 1d20+11]]{+11} to hit, reach 10 ft., one target. Hit: 40 ([[/r 6d10 + 7]]) piercing damage plus 10 ([[/r 3d6]]) fire damage. If the target is a creature, it is @condition[grappled] (escape DC 17). Until this grapple ends, the target is @condition[restrained], and the remorhaz can't bite another target.

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The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and 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 remorhaz, and it takes 21 ([[/r 6d6]]) acid damage at the start of each of the remorhaz's turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 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 remorhaz. If the remorhaz 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].

","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":[["6d6","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/organ-stomach.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"swallow_remorhaz_mm_mm"}},"effects":[],"_id":"pW7GXPBpgcGCC9T2","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376976857,"modifiedTime":1695376976857,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"czkoxVH0DDk4jDoN","name":"Heated Body","type":"feat","system":{"description":{"value":"

A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 ([[/r 3d6]]) fire damage.

","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":[["3d6","fire"]],"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/unholy/demon-fanged-horned-yellow.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"heated%20body_remorhaz_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376976857,"modifiedTime":1695376976857,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376976438,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":20100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Змеёныш латунного дракона/Brass Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"brass%20dragon%20wyrmling_mm"},"core":{}},"_id":"KuIRPhVlZmixBc4G","img":"foundryvtt-static/tokens/brass-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":15,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":10,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":11,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":16,"max":16,"temp":0,"tempmax":0,"formula":"3d8 + 3"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":15,"climb":0,"fly":60,"swim":0,"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":"

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 9 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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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 uses one of the following breath weapons: @UUID[Actor.KuIRPhVlZmixBc4G.Item.ZSm03YEr4A54xF0E]{Fire Breath} or @UUID[Actor.KuIRPhVlZmixBc4G.Item.HzDS6dvMDquudNCa]{Sleep Breath}

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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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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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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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The hellwasp makes two attacks: one with its sting and one with its sword talons.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one creature. Hit: 8 ([[/r 1d8 + 4]]) piercing damage plus 7 ([[/r 2d6]]) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be @condition[poisoned] for 1 minute. While @condition[poisoned] in this way, the target is also @condition[paralyzed]. 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 hellwasp's weapon attacks are magical.

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An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine.

Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Fallen Angels.

An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

Immortal Nature.

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

Solar.

A solar is godlike in its glory and power.

On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.

It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

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Melee Weapon Attack: [[/r 1d20+15]]{+15} to hit, reach 5 ft., one target. Hit: 22 ([[/r 4d6 + 8]]) slashing damage plus 27 ([[/r 6d8]]) radiant damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":6,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":null,"width":null,"units":"","type":""},"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":[["4d6 + @mod","slashing"],["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"hvy":true,"two":true},"proficient":1},"name":"Greatsword","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gold-worn.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greatsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"greatsword_solar_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"yprE2ULz3XneUTs7","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Ranged Weapon Attack: [[/r 1d20+13]]{+13} to hit, range 150/600 ft., one target. Hit: 15 ([[/r 2d8 + 6]]) piercing damage plus 27 ([[/r 6d8]]) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

","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":150,"long":600,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","piercing"],["6d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"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":"Slaying Longbow","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/weapons/bows/longbow-recurve-leather-red.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"slaying%20longbow_solar_mm_mm"}},"effects":[],"_id":"aZtGzV8r9Tjv0nWL","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Flying Sword","type":"feat","system":{"description":{"value":"

The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

","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/maneuver-daggers-paired-orange.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"flying%20sword_solar_mm_mm"}},"effects":[],"_id":"H4HxhLyk66JYz2W6","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Healing Touch","type":"feat","system":{"description":{"value":"

The solar touches another creature. The target magically regains 40 ([[/r 8d8 + 4]]) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","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":4,"max":"4","per":"day","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/light/hand-sparks-smoke-teal.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"healing%20touch%20(4%2fday)_solar_mm_mm"}},"effects":[],"_id":"Xv8Cv5xDhUioXtC4","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"9VdFbxPAfLFZ4m2C","name":"Angelic Weapons","type":"feat","system":{"description":{"value":"

The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra [[/r 6d8]] radiant damage (included in the attack).

","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":[["6d8","radiant"]],"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/crossbows/crossbow-ornamental-winged.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"angelic%20weapons_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"K7LXK6ldxXu7HsFW","name":"Divine Awareness","type":"feat","system":{"description":{"value":"

The solar knows if it hears a lie.

","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/eye-red-pink.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"divine%20awareness_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gRrpcxX0TwqbjRgq","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The solar 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_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"YzMuQR7u6BXd7G5n","name":"Teleport","type":"feat","system":{"description":{"value":"

The solar 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":"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/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"teleport_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"adRluUAQs739d1gv","name":"Searing Burst","type":"feat","system":{"description":{"value":"

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 ([[/r 4d6]]) fire damage plus 14 ([[/r 4d6]]) radiant damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":2,"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":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":[["4d6","fire"],["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"str"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/fire/projectile-beams-salvo-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"searing%20burst_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gf0Q4cQ6t3QLrJhh","name":"Blinding Gaze","type":"feat","system":{"description":{"value":"

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be @condition[blinded] until magic such as the @spell[lesser restoration] spell removes the blindness.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/magic/light/explosion-star-blue.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"blinding%20gaze_solar_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
The solar 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 solar regains spent legendary actions at the start of its turn.
\n\t\t\t
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.YzMuQR7u6BXd7G5n]{Teleport}
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.adRluUAQs739d1gv]{Searing Burst}
  • @UUID[Actor.SbrwShB1ilyDAoIv.Item.gf0Q4cQ6t3QLrJhh]{Blinding Gaze}
\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":"OUo2Vd4RZhXft31J","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985311,"modifiedTime":1695376985311,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Общение","type":"spell","system":{"description":{"value":"

Вы связываетесь со своим божеством или божественным посредником и задаёте три вопроса, на которые можно ответить «да» или «нет». Вы должны задать вопросы пока заклинание активно. На каждый вопрос вы получаете правильный ответ.

\n

Божественные создания не всегда всеведущи, поэтому вы можете получить ответ «неясно», если вопрос находится вне компетенции божества. Если односложный ответ может ввести в заблуждение или противоречит интересам божества, Мастер может выдать короткую фразу.

\n

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 не получите ответ. Мастер совершает этот бросок скрытно.)

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"crewed":false,"target":{"value":0,"width":null,"units":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Commune"},"plutonium":{"page":"spells.html","source":"PHB","hash":"commune_phb","propDroppable":"spell"}},"effects":[],"_id":"hPHXSwXD1twWxjdz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985384,"modifiedTime":1695376985384,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Власть над погодой","type":"spell","system":{"description":{"value":"

Вы получаете на время длительности контроль над погодой в пределах 5 миль от себя. Для накладывания этого заклинания вы должны находиться на открытом воздухе. Если вы переместитесь в место, где над головой не будет неба, заклинание тут же закончится.

\n

Когда вы накладываете это заклинание, вы изменяете текущую погоду, которую определяет Мастер в зависимости от климата и времени года. Вы можете изменить осадки, температуру и ветер. Требуется [[/r 1d4 * 10]] (1d4 × 10) минут, чтобы новые условия вступили в силу. Когда новые условия вступят в силу, вы можете создать новые условия. Когда заклинание оканчивается, погода постепенно возвращается к нормальной.

\n

Изменяя погоду, найдите текущее состояние в таблицах и измените их на 1 позицию выше или ниже. Изменяя ветер, можете изменить его направление.

\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
Осадки
СтадияПогода
1Ясное небо
2Небольшая облачность
3Пасмурно или густой туман
4Дождь, град или снег
5Проливной дождь, сильный град или метель
\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
Температура
СтадияПогода
1Невыносимая жара
2Жара
3Тепло
4Прохлада
5Холод
6Арктическая стужа
\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
Ветер
СтадияПогода
1Штиль
2Умеренный ветер
3Сильный ветер
4Буря
5Шторм
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"8","units":"hour"},"cover":null,"crewed":false,"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":0,"long":null,"units":""},"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":8,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"burning incense and bits of earth and wood mixed in water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/weather-clouds-rainbow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Control Weather"},"plutonium":{"page":"spells.html","source":"PHB","hash":"control%20weather_phb","propDroppable":"spell"}},"effects":[],"_id":"e2QBnvrNTAQe0PFQ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985410,"modifiedTime":1695376985410,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Стена клинков","type":"spell","system":{"description":{"value":"

Вы создаёте вертикальную стену из крутящихся бритвенно-острых клинков из магической энергии. Стена появляется в пределах дистанции и существует столько, сколько активно это заклинание. Вы можете создать прямую стену длиной 100 фт., высотой 20 фт. и толщиной 5 фт., или закольцованную стену диаметром 60 фт., высотой 20 фт. и толщиной 5 фт. Стена предоставляет существам, находящимся за ней, @UUID[Compendium.dnd5e.rules.6PfYpwxkdQkyS6b7.JournalEntryPage.kYIupxHL0v6kzLMq]{укрытие} на три четверти, и ее пространство является @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.vR9rCM0UXPM9zl43#difficult-terrain]{труднопроходимой местностью}.

\n

Когда существо впервые за ход входит в пространство стены или начинает там ход, оно должно совершить спасбросок Ловкости. При провале существо получает рубящий урон [[/r 6d10]]. При успешном спасброске существо получает половину урона.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"crewed":false,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"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":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"cha"},"level":6,"school":"evo","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/skills/melee/weapons-crossed-swords-teal.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Blade Barrier"},"plutonium":{"page":"spells.html","source":"PHB","hash":"blade%20barrier_phb","propDroppable":"spell"}},"effects":[],"_id":"adIZqTVyXQYxB7al","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985450,"modifiedTime":1695376985450,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Рассеивание добра и зла","type":"spell","system":{"description":{"value":"

Вас окружает мерцающая энергия, защищающая от фей, нежити и существ, происходящих не с Материального плана.

\n

Пока заклинание активно, исчадия, небожители, нежить, феи и элементали совершают по вам броски атаки с помехой. Вы можете закончить заклинание преждевременно, выбрав один из представленных ниже вариантов:

\n

Поломка чар. Вы касаетесь действием существа, до которого можете дотянуться, и которое @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.zZaEBrKkr66OWJvD]{очаровано}, @UUID[Compendium.dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{испугано} или одержимо исчадием, небожителем, нежитью, феей или элементалем. Это существо перестаёт быть очарованным, испуганным или одержимым такими существами.

\n

Изгнание. Вы совершаете действием рукопашную атаку заклинанием по исчадию, небожителю, нежити, фее или элементалю в пределах досягаемости. При попадании вы пытаетесь изгнать существо на его родной план. Существо должно преуспеть в спасброске Харизмы, иначе оно будет отправлено на свой родной план (если только оно уже не находится там). Нежить отправляется в Царство Теней, а феи — в Страну Фей.

","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":"self","type":"self"},"range":{"value":0,"long":null,"units":"self"},"uses":{"value":3,"max":"3","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":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/air/wind-vortex-swirl-blue-purple.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Evil and Good"},"plutonium":{"page":"spells.html","source":"PHB","hash":"dispel%20evil%20and%20good_phb","propDroppable":"spell"}},"effects":[],"_id":"fsM1FVbtC7qPdbWC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985475,"modifiedTime":1695376985475,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Воскрешение","type":"spell","system":{"description":{"value":"

Вы касаетесь существа, мёртвого не больше ста лет, умершего не от старости, и не являющегося нежитью. Если его душа свободна и согласна, цель возвращается к жизни с полными хитами.

\n

Это заклинание нейтрализует все яды и исцеляет немагические болезни, бывшие у существа в момент смерти. Однако это заклинание не снимает магические болезни, проклятья и подобные эффекты; если их не снять до накладывания этого заклинания, они снова начнут действовать, когда существо оживёт.

\n

Это заклинание исцеляет все раны и восстанавливает отсутствующие части тела.

\n

Возвращение к жизни — тяжёлое испытание. Цель получает штраф −4 ко всем броскам атаки, спасброскам и проверкам характеристик. Каждый раз, когда цель заканчивает длительный отдых, штраф уменьшается на 1, пока не исчезнет полностью.

\n

Накладывание этого заклинания для оживления существа, мёртвого больше года, сильно выматывает вас. Пока вы не окончите длинный отдых, вы не можете сотворять заклинания, и совершаете с помехой все броски атаки, проверки характеристик и спасброски.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"crewed":false,"target":{"value":1,"width":null,"units":"spec","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":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"cha"},"level":7,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a diamond worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/nature/plant-seed-hands-glow-yellow.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Resurrection"},"plutonium":{"page":"spells.html","source":"PHB","hash":"resurrection_phb","propDroppable":"spell"}},"effects":[],"_id":"0pBQiQuddmJ6rUln","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985531,"modifiedTime":1695376985531,"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":"OznAMIFoeAYjndgO","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985559,"modifiedTime":1695376985559,"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.

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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":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":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":"kIgdw6KHvltzkXCE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985586,"modifiedTime":1695376985586,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Innate Spellcasting","type":"feat","system":{"description":{"value":"
Innate Spellcasting.

The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

  • At will: @UUID[Actor.SbrwShB1ilyDAoIv.Item.OznAMIFoeAYjndgO], @UUID[Actor.SbrwShB1ilyDAoIv.Item.kIgdw6KHvltzkXCE] (self only)

  • 3/day each: @UUID[Actor.SbrwShB1ilyDAoIv.Item.adIZqTVyXQYxB7al], @UUID[Actor.SbrwShB1ilyDAoIv.Item.fsM1FVbtC7qPdbWC], @UUID[Actor.SbrwShB1ilyDAoIv.Item.0pBQiQuddmJ6rUln]

  • 1/day each: @UUID[Actor.SbrwShB1ilyDAoIv.Item.hPHXSwXD1twWxjdz], @UUID[Actor.SbrwShB1ilyDAoIv.Item.e2QBnvrNTAQe0PFQ]

","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/magic/unholy/orb-smoking-green.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"innate%20spellcasting_solar_mm_mm"}},"effects":[],"_id":"oUNs9o45pgyGXWAy","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376985608,"modifiedTime":1695376985608,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376984951,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":13600000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Змеёныш красного дракона/Red Dragon Wyrmling","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"red%20dragon%20wyrmling_mm"},"core":{}},"_id":"409L6mgWjfpSq8Py","img":"foundryvtt-static/tokens/red-dragon-wyrmling.webp","system":{"abilities":{"str":{"value":19,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":10,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":17,"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":75,"max":75,"temp":0,"tempmax":0,"formula":"10d8 + 30"},"init":{"ability":"","bonus":"0"},"movement":{"burrow":0,"climb":30,"fly":60,"swim":0,"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":"

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:

  • Damage Absorption. You might decide that this dragon is not only unharmed by fire damage, but actually healed by it.Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.

Inhabitants of a Stone World.

Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.

In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves.

Carvers and Seers.

Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills.

Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work.

Graceful Athletes.

Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.

Dreamers under Sky.

Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.

Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin.

Giants[–]

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

Old as Legend[–]

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

The Ordning[–]

Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

Giant Gods

[–]

When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.

Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.

Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.

[–]

Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand.

— Captain Dwern Addlestone's partial account of the Siege of Sterngate

[–]

And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.

— Elder Zelane of Istivin, recounting the Giant Wars

Variant: New Giant Options

SKT p246[–]

Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options.

Fling.

The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 ([[/r 1d6]]) bludgeoning damage for every 10 feet it was thrown.

Rolling Rock.

The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 ([[/r 3d10 + 6]]) bludgeoning damage and falling prone on a failed save

Source: SKT, page 246
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The giant makes two greatclub attacks.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 15 ft., one target. Hit: 19 ([[/r 3d8 + 6]]) bludgeoning damage.

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Ranged Weapon Attack: [[/r 1d20+9]]{+9} to hit, range 60/240 ft., one target. Hit: 28 ([[/r 4d10 + 6]]) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked @condition[prone].

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

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.

These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

[–]

The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.

— Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil

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 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 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 marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

","chat":"","unidentified":""},"source":"MM","quantity":1,"weight":3,"price":{"value":15,"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":[["2d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"ver":true,"mgc":true},"proficient":1},"name":"Longsword","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Longsword"},"plutonium":{"page":"monsterAction","source":"MM","hash":"longsword_marilith_mm_mm"}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"effects":[],"_id":"gBNBbRJCvzp6tXvW","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376955878,"modifiedTime":1695376955878,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one creature. Hit: 15 ([[/r 2d10 + 4]]) bludgeoning damage. If the target is Medium or smaller, it is @condition[grappled] (escape DC 19). Until this grapple ends, the target is @condition[restrained], the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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The marilith 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_marilith_mm_mm"}},"effects":[],"_id":"saJa68PKgscHaH3v","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376955878,"modifiedTime":1695376955878,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"zqFauupKrQuBks4R","name":"Magic Resistance","type":"feat","system":{"description":{"value":"

The marilith 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_marilith_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376955878,"modifiedTime":1695376955878,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"K4DDnKDedy09BEwi","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The marilith's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_marilith_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376955878,"modifiedTime":1695376955878,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"gO7wfTH2nBzSGfQL","name":"Reactive","type":"feat","system":{"description":{"value":"

The marilith can take one reaction on every turn in combat.

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The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

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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 tiger has advantage on Wisdom (@skill[Perception]) checks that rely on smell.

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Существо @Compendium[sc-common.sc-common.S2C0k5fW6YxIXUEz]{Недееспособно/Incapacitated}, пока находится в пределах области @Compendium[sc-spells.sc-spells.T9luUO2r6OCYunlU]{Поле антимагии / Antimagic Field}. Став целью @Compendium[sc-spells.sc-spells.ZdDJVUlzYudd4nHO]{Рассеивание магии / Dispel Magic}, сущетсво должно преуспеть в спасброске Телосложения Сл спасброска заклинателя, иначе @Compendium[sc-common.sc-common.3hORwk0oumaI2fQF]{потеряет сознание/Unconscious} на 1 минуту.

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Пока существо остается без движения, оно неотличимо от окружающей обстановки.

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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:

  • 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.
  • 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.
  • 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.
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:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
  • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (@skill[Perception]) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall [[/r 1d6 * 10]]{1d6 × 10} feet into the sinkhole.

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:

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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 5th. The dragon's spell save DC is DC 17, and it has [[/r 1d20+9]]{+9} 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+12]]{+12} to hit, reach 10 ft., one target. Hit: 18 ([[/r 2d10 + 7]]) piercing damage plus 5 ([[/r 1d10]]) lightning 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"],["1d10","lightning"]],"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_adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"0eZLj2Z4zAng3gQA","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"system":{"description":{"value":"

Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 5 ft., one target. Hit: 14 ([[/r 2d6 + 7]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+12]]{+12} to hit, reach 15 ft., one target. Hit: 16 ([[/r 2d8 + 7]]) bludgeoning 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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"OpJzeLTJXEeyd1ML","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become @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":17,"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%20blue%20dragon_mm_mm"}},"effects":[],"_id":"1zOs6kYESoxWxeby","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lightning Breath","type":"feat","system":{"description":{"value":"

The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 ([[/r 12d10]]) 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":90,"width":null,"units":"ft","type":"line"},"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":[["12d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":19,"scaling":"con"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":5,"charged":true}},"ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/creatures/abilities/dragon-ice-breath-blue.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"lightning%20breath%20%7b%40recharge%205%7d_adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"q8g7hKafzfCGwGVE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"Vn5m3NDogooqO6Di","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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"tqi4RH0EfNNPSouK","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_adult%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"dcelmhNwpqvUUrbW","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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WfBIU3phdZk6h6hT","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 20 Dexterity saving throw or take 14 ([[/r 2d6 + 7]]) 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 + 7","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"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%20blue%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"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
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.tqi4RH0EfNNPSouK]{Detect}
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.dcelmhNwpqvUUrbW]{Tail Attack}
  • @UUID[Actor.cIxBwGV9wF9KunUI.Item.WfBIU3phdZk6h6hT]{Wing Attack}
\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":"JcZY1Y6TKzAQS5OC","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"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":"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%20part%20of%20the%20ceiling%20collapses%20above%20one%20..._adult%20blue%20dragon_mm_mm"}},"effects":[],"_id":"qaxeKZFkFXJzX8In","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376871932,"modifiedTime":1695376871932,"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.

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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.

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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.

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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.

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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 makes two melee attacks: one with its bite and one with its claws or spear.

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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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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:

  • 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.
  • 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.
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.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the @spell[control weather] spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

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:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign: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.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in [[/r 1d10]] days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

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 18, and it has [[/r 1d20+10]]{+10} 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 18, and it has [[/r 1d20+10]]{+10} 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+13]]{+13} to hit, reach 10 ft., one target. Hit: 19 ([[/r 2d10 + 8]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 5 ft., one target. Hit: 15 ([[/r 2d6 + 8]]) slashing damage.

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Melee Weapon Attack: [[/r 1d20+13]]{+13} to hit, reach 15 ft., one target. Hit: 17 ([[/r 2d8 + 8]]) bludgeoning 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":15,"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":[["2d8 + @mod","bludgeoning"]],"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":"Tail","type":"weapon","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"img":"icons/commodities/biological/tail-scaled-green.webp","flags":{"plutonium":{"page":"monsterAction","source":"MM","hash":"tail_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"NudupKeKJltsOEwz","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Frightful Presence","type":"feat","system":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become @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":18,"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%20silver%20dragon_mm_mm"}},"effects":[],"_id":"Vye31qcEwJSdJRGk","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"3xGa28cYXBfWdE6O","name":"Breath Weapons","type":"feat","system":{"description":{"value":"

The dragon uses one of the following breath weapons: @UUID[Actor.uxKVMTich5FXzTcF.Item.WISq2pDgW62n7hh4]{Cold Breath} or @UUID[Actor.uxKVMTich5FXzTcF.Item.H4DLc7lUK02R2MXd]{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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"WISq2pDgW62n7hh4","name":"Breath Weapons: Cold Breath","type":"feat","system":{"description":{"value":"

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 ([[/r 13d8]]) 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":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3xGa28cYXBfWdE6O","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["13d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"H4DLc7lUK02R2MXd","name":"Breath Weapons: Paralyzing Breath","type":"feat","system":{"description":{"value":"

The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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.

","chat":"","unidentified":""},"source":"MM","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"crewed":false,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"3xGa28cYXBfWdE6O","amount":1},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":20,"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%20paralyzing%20breath_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Change Shape","type":"feat","system":{"description":{"value":"

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_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"83is9FaIVGUPC4bn","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"a0GflEOG3LqIvWiR","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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"beE4JssgKw6ZdFCv","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_adult%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"17guohQcQuMDdOdi","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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"bHn1r0hcsRHkwR8n","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":"flat"},"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%20silver%20dragon_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.beE4JssgKw6ZdFCv]{Detect}
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.17guohQcQuMDdOdi]{Tail Attack}
  • @UUID[Actor.uxKVMTich5FXzTcF.Item.bHn1r0hcsRHkwR8n]{Wing Attack}
\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":"SfpSzO4IOAq8r5KU","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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..._adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"ykHb1FsFKTJrQorJ","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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":"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%20a%20blisteringly%20cold%20wind%20blows%20through%20the%20..._adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"uj1bZBKRTsBgUFaa","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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":"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%20icy%20grip_adult%20silver%20dragon_mm_mm"}},"effects":[],"_id":"3GODVilRQFzQb4Tr","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376875621,"modifiedTime":1695376875621,"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.

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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

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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+5]]{+5} to hit, reach 5 ft., one target. Hit: 10 ([[/r 2d6 + 3]]) bludgeoning damage plus 10 ([[/r 3d6]]) necrotic damage. If the target is a creature, it must succeed on a DC 12 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.

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The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 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 (but not mummy lords) for the next 24 hours.

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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:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • 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.
  • 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.
  • 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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The sphinx makes two claw attacks.

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Melee Weapon Attack: [[/r 1d20+8]]{+8} to hit, reach 5 ft., one target. Hit: 13 ([[/r 2d8 + 4]]) slashing damage.

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The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

","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/pearl-brown.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"inscrutable_gynosphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"MQlKVPfigqMBM5hI","name":"Magic Weapons","type":"feat","system":{"description":{"value":"

The sphinx's weapon attacks are magical.

","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/skills/melee/weapons-crossed-swords-teal.webp","flags":{"plutonium":{"page":"monsterTrait","source":"MM","hash":"magic%20weapons_gynosphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"fN1EyXcH1fLKSi7z","name":"Claw Attack","type":"feat","system":{"description":{"value":"

The sphinx makes one claw 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/skills/melee/blood-slash-foam-red.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"claw%20attack_gynosphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"ZrdhJvxWouU8wHWr","name":"Teleport","type":"feat","system":{"description":{"value":"

The sphinx 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":"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/skills/ranged/projectile-explosion-black-orange.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"teleport_gynosphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"_id":"PWBv3PrUGi7B8bFe","name":"Cast a Spell","type":"feat","system":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"MM","activation":{"type":"legendary","cost":3,"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":3},"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/hand-sparks-glow-yellow.webp","flags":{"plutonium":{"page":"monsterLegendary","source":"MM","hash":"cast%20a%20spell_gynosphinx_mm_mm"}},"effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Legendary Actions","type":"feat","system":{"description":{"value":"
\n\t\t\t
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.
\n\t\t\t
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.fN1EyXcH1fLKSi7z]{Claw Attack}
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.ZrdhJvxWouU8wHWr]{Teleport}
  • @UUID[Actor.lWk503Nv4OrwsvOz.Item.PWBv3PrUGi7B8bFe]{Cast a Spell}
\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":"QN6tlrFAcp6NlVWR","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The flow of time is altered such that every ...","type":"feat","system":{"description":{"value":"

The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.

","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%20flow%20of%20time%20is%20altered%20such%20that%20every%20..._gynosphinx_mm_mm"}},"effects":[],"_id":"YH6gF3r2O1iHBC5n","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The effects of time are altered such that ...","type":"feat","system":{"description":{"value":"

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.

","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":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"con"},"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%20effects%20of%20time%20are%20altered%20such%20that%20..._gynosphinx_mm_mm"}},"effects":[],"_id":"UwLJ8drQxGuvnWOP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The flow of time within the lair is altered ...","type":"feat","system":{"description":{"value":"

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.

","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%20flow%20of%20time%20within%20the%20lair%20is%20altered%20..._gynosphinx_mm_mm"}},"effects":[],"_id":"Nj4LXJwsteo9RQmG","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Lair: The sphinx shifts itself and up to seven ...","type":"feat","system":{"description":{"value":"

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.

","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%20sphinx%20shifts%20itself%20and%20up%20to%20seven%20..._gynosphinx_mm_mm"}},"effects":[],"_id":"8KRoyzfnH1IsN7JT","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938225,"modifiedTime":1695376938225,"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":"KvSIBd5YppPviCcS","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938285,"modifiedTime":1695376938285,"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":"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.

\n

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.

","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":"cha","dc":null,"scaling":"int"},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/magic/control/silhouette-grow-shrink-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Banishment"},"plutonium":{"page":"spells.html","source":"PHB","hash":"banishment_phb","propDroppable":"spell"}},"effects":[],"_id":"LoHlnJfbDBCioNPP","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938628,"modifiedTime":1695376938628,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Высшая невидимость","type":"spell","system":{"description":{"value":"

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.

","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":"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":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/creatures/magical/spirit-fear-energy-pink.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Greater Invisibility"},"plutonium":{"page":"spells.html","source":"PHB","hash":"greater%20invisibility_phb","propDroppable":"spell"}},"effects":[],"_id":"bt0RGj2qi5xtjraE","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938653,"modifiedTime":1695376938653,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Знание легенд","type":"spell","system":{"description":{"value":"

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».

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"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":"int","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"int"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each","consumed":true,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"img":"icons/skills/trades/academics-investigation-study-blue.webp","ownership":{"default":0,"obrwfAxYvqkv5TBo":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Legend Lore"},"plutonium":{"page":"spells.html","source":"PHB","hash":"legend%20lore_phb","propDroppable":"spell"}},"effects":[],"_id":"Oh889k7i1tMpqfxo","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938706,"modifiedTime":1695376938706,"lastModifiedBy":"obrwfAxYvqkv5TBo"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"
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:

  • Cantrips (at will): @UUID[Actor.lWk503Nv4OrwsvOz.Item.KvSIBd5YppPviCcS], @UUID[Actor.lWk503Nv4OrwsvOz.Item.A2RwepV8ZcnjbPWg], @UUID[Actor.lWk503Nv4OrwsvOz.Item.pbZt4sixE3r8ApV7]

  • 1st level (4 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.ZeN0JoT485n97GOP], @UUID[Actor.lWk503Nv4OrwsvOz.Item.NMQND7C0R4LzIA6w], @UUID[Actor.lWk503Nv4OrwsvOz.Item.Iodzoo2xu1BA3cZ3]

  • 2nd level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.njuoy33Xw7mbwak6], @UUID[Actor.lWk503Nv4OrwsvOz.Item.c5pNBYhQDB1fkqTh], @UUID[Actor.lWk503Nv4OrwsvOz.Item.pHUCCzKRslJEuUva]

  • 3rd level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.EptOaxgUGjLPkR5R], @UUID[Actor.lWk503Nv4OrwsvOz.Item.S8zYQnJkKXXJCXYo], @UUID[Actor.lWk503Nv4OrwsvOz.Item.4VeltqjVg3gd260S]

  • 4th level (3 slots): @UUID[Actor.lWk503Nv4OrwsvOz.Item.LoHlnJfbDBCioNPP], @UUID[Actor.lWk503Nv4OrwsvOz.Item.bt0RGj2qi5xtjraE]

  • 5th level (1 slot): @UUID[Actor.lWk503Nv4OrwsvOz.Item.Oh889k7i1tMpqfxo]

","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/magic/light/beam-rays-magenta-large.webp","flags":{"plutonium":{"page":"monsterSpellcasting","source":"MM","hash":"spellcasting_gynosphinx_mm_mm"}},"effects":[],"_id":"VSEoRpOYJ3sZJkgc","folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.306","createdTime":1695376938732,"modifiedTime":1695376938732,"lastModifiedBy":"obrwfAxYvqkv5TBo"}}],"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.3.1","coreVersion":"11.313","createdTime":1695376937789,"modifiedTime":1698528265438,"lastModifiedBy":"obrwfAxYvqkv5TBo"},"folder":null,"sort":24100000,"ownership":{"default":0,"obrwfAxYvqkv5TBo":3}} +{"name":"Хезроу/Hezrou","type":"npc","flags":{"plutonium":{"page":"bestiary.html","source":"MM","hash":"hezrou%20(summoner)_mm"},"core":{}},"_id":"0Puz0Iw8NbfB1RGq","img":"foundryvtt-static/tokens/hezrou.webp","system":{"abilities":{"str":{"value":19,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"dex":{"value":17,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"con":{"value":20,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"int":{"value":5,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}},"wis":{"value":12,"proficient":1,"max":null,"bonuses":{"check":"","save":"0"}},"cha":{"value":13,"proficient":0,"max":null,"bonuses":{"check":"","save":"0"}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":136,"max":136,"temp":0,"tempmax":0,"formula":"13d10 + 65"},"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":"

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

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

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 15 ([[/r 2d10 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+7]]{+7} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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The demon chooses what to summon and attempts a magical summoning.

A hezrou has a [[/r 1d100]]{30 percent} chance of summoning [[/r 2d6]] @creature[dretch||dretches] or one hezrou.

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

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Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be @condition[poisoned] until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

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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:

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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.

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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.
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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.
\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.

\n

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}.

\n

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. 

\n

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.

\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 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Melee Weapon Attack: [[/r 1d20+0]]{+0} to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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

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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:

  • There's a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

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.

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The vampire makes one bite attack.

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\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
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.P9KV6lYDpdofCgvO]{Move}
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.rUw6oLI3LrIjVLjV]{Unarmed Strike}
  • @UUID[Actor.KhoocYIg9EIF49o9.Item.yA9KBAN0nyRS2wbH]{Bite}
\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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The bear makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 8 ([[/r 1d8 + 4]]) piercing damage.

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Melee Weapon Attack: [[/r 1d20+6]]{+6} to hit, reach 5 ft., one target. Hit: 11 ([[/r 2d6 + 4]]) slashing damage.

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

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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:

  • 1–10: Nothing else happens.

  • 11–14: One leg is severed from the troll if it has any legs left.

  • 15–18: One arm is severed from the troll if it has any arms left.

  • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.

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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Тролль совершает три атаки: одну укусом, и две когтями.

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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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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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