Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Text formatting #87

Open
wants to merge 16 commits into
base: master
Choose a base branch
from
  •  
  •  
  •  
76 changes: 37 additions & 39 deletions docs/gamemaster_rules/monsters/aboleth.md
Original file line number Diff line number Diff line change
@@ -1,39 +1,37 @@
name: Aboleth
cr: 10
type: abberation


# Aboleth
_Large aberration, lawful evil_

**Armor Class** 17 (natural armor)
**Hit Points** 135 (18d10 + 36)
**Speed** 10 ft., swim 40 ft.

| STR | DEX | CON | INT | WIS | CHA |
|----------|---------|----------|---------|---------|---------|
| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) |

**Saving Throws** Con +6, Int +8, Wis +6
**Skills** History +12, Perception +10
**Senses** darkvision 120 ft., passive Perception 20
**Languages** Deep Speech, telepathy 120 ft.
**Challenge** 10 (5,900 XP)

**Amphibious.** The aboleth can breathe air and water.
**Mucous Cloud.** 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 1d4 hours. The diseased creature can breathe only underwater.
**Probing Telepathy.** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

### Actions

**Multiattack.** The aboleth makes three tentacle attacks.
**Tentacle.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 12 (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 heal or another disease-­‐curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
**Tail.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft. one target. _Hit:_ 15 (3d6 + 5) bludgeoning damage.
**Enslave (3/Day).** 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 charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The 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 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.

### Legendary Actions
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
**Detect.** The aboleth makes a Wisdom (Perception) check.
**Tail Swipe.** The aboleth makes one tail attack.
**Psychic Drain** (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
name: Aboleth
type: aberration
cr: 10

# Aboleth
_Large aberration, lawful evil_

**Armor Class** 17 (natural armor)
**Hit Points** 135 (18d10 + 36)
**Speed** 10 ft., swim 40 ft.

| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) |

**Saving Throws** Con +6, Int +8, Wis +6
**Skills** History +12, Perception +10
**Senses** darkvision 120 ft., passive Perception 20
**Languages** Deep Speech, telepathy 120 ft.
**Challenge** 10 (5,900 XP)

**Amphibious.** The aboleth can breathe air and water.
**Mucous Cloud.** 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 1d4 hours. The diseased creature can breathe only underwater.
**Probing Telepathy.** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

### Actions
**Multiattack.** The aboleth makes three tentacle attacks.
**Tentacle.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 12 (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 heal or another disease-­‐curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
**Tail.** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6 + 5) bludgeoning damage.
**Enslave (3/Day).** 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 charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The 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 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.

### Legendary Actions
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
**Detect.** The aboleth makes a Wisdom (Perception) check.
**Tail Swipe.** The aboleth makes one tail attack.
**Psychic Drain (Costs 2 Actions).** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
58 changes: 29 additions & 29 deletions docs/gamemaster_rules/monsters/acolyte.md
Original file line number Diff line number Diff line change
@@ -1,29 +1,29 @@
name: Acolyte
type: humanoid (any race)
cr: .25
# Acolyte
_Medium humanoid (any race), any alignment_
**Armor Class** 10
**Hit Points** 9 (2d8)
**Speed** 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
**Skills** Medicine +4, Religion +2
**Senses** passive Perception 12
**Languages** any one language (usually Common)
**Challenge** 1/4 (50 XP)
**Spellcasting.** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): **_light, sacred flame, thaumaturgy_**
1st level (3 slots): **_bless, cure wounds, sanctuary_**
### Actions
**Club.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage.
### Description
Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
name: Acolyte
type: humanoid (any race)
cr: .25

# Acolyte
_Medium humanoid (any race), any alignment_

**Armor Class** 10
**Hit Points** 9 (2d8)
**Speed** 30 ft.

| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |

**Skills** Medicine +4, Religion +2
**Senses** passive Perception 12
**Languages** any one language (usually Common)
**Challenge** 1/4 (50 XP)

**Spellcasting.** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): **_light, sacred flame, thaumaturgy_**
1st level (3 slots): **_bless, cure wounds, sanctuary_**

### Actions
**Club.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage.

### Description
Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
76 changes: 38 additions & 38 deletions docs/gamemaster_rules/monsters/adult_black_dragon.md
Original file line number Diff line number Diff line change
@@ -1,38 +1,38 @@
name: Adult Black Dragon
type: dragon
cr: 14
# Adult Black Dragon
_Huge dragon, chaotic evil_
**Armor Class** 19 (natural armor)
**Hit Points** 195 (17d12 + 85)
**Speed** 40 ft., fly 80 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8
**Skills** Perception +11, Stealth +7
**Damage Immunities** acid
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages** Common, Draconic
**Challenge** 14 (11,500 XP)
**Amphibious.** The dragon can breathe air and water.
**Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead.
### Actions
**Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
**Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
**Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage.
**Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage.
**Frightful Presence.** 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 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.
**Acid Breath (Recharge 5–6).** 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 (12d8) acid damage on a failed save, or half as much damage on a successful one.
### Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
name: Adult Black Dragon
type: dragon
cr: 14

# Adult Black Dragon
_Huge dragon, chaotic evil_

**Armor Class** 19 (natural armor)
**Hit Points** 195 (17d12 + 85)
**Speed** 40 ft., fly 80 ft., swim 40 ft.

| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |

**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8
**Skills** Perception +11, Stealth +7
**Damage Immunities** acid
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages** Common, Draconic
**Challenge** 14 (11,500 XP)

**Amphibious.** The dragon can breathe air and water.
**Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead.

### Actions
**Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
**Bite.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
**Claw.** _Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6 + 6) slashing damage.
**Tail.** _Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8 + 6) bludgeoning damage.
**Frightful Presence.** 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 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.
**Acid Breath (Recharge 5–6).** 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 (12d8) acid damage on a failed save, or half as much damage on a successful one.

### Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
74 changes: 37 additions & 37 deletions docs/gamemaster_rules/monsters/adult_blue_dragon.md
Original file line number Diff line number Diff line change
@@ -1,37 +1,37 @@
name: Adult Blue Dragon
type: dragon
cr: 16
# Adult Blue Dragon
_Huge dragon, lawful evil_
**Armor Class** 19 (natural armor)
**Hit Points** 225 (18d12 + 108)
**Speed** 40 ft., burrow 30 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) |
**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9
**Skills** Perception +12, Stealth +5
**Damage Immunities** lightning
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
**Languages** Common, Draconic
**Challenge** 16 (15,000 XP)
**Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead.
### Actions
**Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
**Bite.** _Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
**Claw.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6 + 7) slashing damage.
**Tail.** _Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8 + 7) bludgeoning damage.
**Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
**Lightning Breath (Recharge 5–6).** 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 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
### Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
name: Adult Blue Dragon
type: dragon
cr: 16

# Adult Blue Dragon
_Huge dragon, lawful evil_

**Armor Class** 19 (natural armor)
**Hit Points** 225 (18d12 + 108)
**Speed** 40 ft., burrow 30 ft., fly 80 ft.

| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) |

**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9
**Skills** Perception +12, Stealth +5
**Damage Immunities** lightning
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
**Languages** Common, Draconic
**Challenge** 16 (15,000 XP)

**Legendary Resistance (3/Day).** If the dragon fails a saving throw, it can choose to succeed instead.

### Actions
**Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
**Bite.** _Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
**Claw.** _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6 + 7) slashing damage.
**Tail.** _Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8 + 7) bludgeoning damage.
**Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
**Lightning Breath (Recharge 5–6).** 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 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

### Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Loading